Bay 12 Games Forum

Dwarf Fortress => DF Community Games & Stories => Topic started by: Monitor Lisard on September 04, 2016, 06:08:02 am

Title: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Monitor Lisard on September 04, 2016, 06:08:02 am
Spoiler: McUrist's Logo (click to show/hide)

Introduction: An Offer Letter
Spoiler: ”An Offer Letter” (click to show/hide)

Here we go! Ladies and gentlemen, I present you McUrist's of '83:

Spoiler: Overview (click to show/hide)
Spoiler: Layout (click to show/hide)
Spoiler: Southern entrance (click to show/hide)
Spoiler: Western approaches (click to show/hide)
Spoiler: Drive-in area (click to show/hide)
Spoiler: Main level (click to show/hide)
Spoiler: Swimmin' humans (click to show/hide)
Spoiler: Fishery (click to show/hide)

Also, a set of rules refined by Sanctume (http://www.bay12forums.com/smf/index.php?topic=160401.msg7184257#msg7184257)

Hello there fellow Bay Watchers! Since the succession games I've been taking part in are progressing slowly at the moment due to inactivity of players and nothing much can be done with it at the moment, I was thinking of starting another one of me own... As the title suggests, it's gonna be a usual 42.05 succession game with rules, exept for that I'll be taking turns in case there is no one else to play.

So, here's the deal.

Story:

So yeah, we're basically a dwarven aboveground drive in/drive by restaurant. The plot revolves around serving meals and drinks to caravans and visitors. As in real life, the customers don't always need to know the secrets of your kitchen or peculiarities of your general procedures... So yeah, no coffins at the dining room (unless it's a part of design). The rest is pretty similar to well-known Breadbowl (http://www.bay12forums.com/smf/index.php?topic=152568.0) sucession game - you grow and find new ingridients, you cook food, you sell it to caravans.

List of Updates:

Monitor Lizard:

Update 1 (http://www.bay12forums.com/smf/index.php?topic=160401.msg7165408#msg7165408)
Update 2 (http://www.bay12forums.com/smf/index.php?topic=160401.msg7171221#msg7171221)
Save (http://www.bay12forums.com/smf/index.php?topic=160401.msg7171390#msg7171390)

Sanctume:

Update 3 (Introduction: An Offer Letter) (http://www.bay12forums.com/smf/index.php?topic=160401.msg7180934#msg7180934)
Update 4 (Chapter 1: McUrist Weapon-Free Zone) (http://www.bay12forums.com/smf/index.php?topic=160401.msg7182561#msg7182561)
Update 5 (Chapter 2: Rodent Infestation) (http://www.bay12forums.com/smf/index.php?topic=160401.msg7183878#msg7183878)
Update 6 (Chapter 3: Action Plan) (http://www.bay12forums.com/smf/index.php?topic=160401.msg7187741#msg7187741)
Update 7 (Chapter 4: Hamlet Agesrelic) (http://www.bay12forums.com/smf/index.php?topic=160401.msg7190253#msg7190253)
Update 8 (Chapter 5: The Mice Come Play) (http://www.bay12forums.com/smf/index.php?topic=160401.msg7194323#msg7194323)
Update 9 (Chapter 6: The Village Agesrelic, Save) (http://www.bay12forums.com/smf/index.php?topic=160401.msg7199345#msg7199345)

Khan Boyzitbig:

Update 10 (http://www.bay12forums.com/smf/index.php?topic=160401.msg7202163#msg7202163)
Update 11 (http://www.bay12forums.com/smf/index.php?topic=160401.msg7215665#msg7215665)
Update 12 (http://www.bay12forums.com/smf/index.php?topic=160401.msg7219479#msg7219479)
Update 13 (Save) (http://www.bay12forums.com/smf/index.php?topic=160401.msg7228358#msg7228358)

taptap:

Update 14 (Introduction) (http://www.bay12forums.com/smf/index.php?topic=160401.msg7240017#msg7240017)
Update 15 (Chapter 1: Emergency measures) (http://www.bay12forums.com/smf/index.php?topic=160401.msg7241302#msg7241302)
Update 16 (Chapter 2: Under siege) (http://www.bay12forums.com/smf/index.php?topic=160401.msg7247209#msg7247209)
Update 17 (Chapter 3: Recovery) (http://www.bay12forums.com/smf/index.php?topic=160401.msg7250163#msg7250163)
Update 17 (Chapter 4: Injustice) (http://www.bay12forums.com/smf/index.php?topic=160401.msg7251672#msg7251672)

Rules:

1. Firstly all the important instituitions of dwarven society (housing, workshops, offices, bars, dining halls, depots, storehouses and such) must be situated aboveground. Yeah, we want to be seen this time! The few exeptions to this rule are mines, garbage pits, less important stockpiles (like stone, which might also be kept aboveground) and cemetery (no one has to know how many dwarves died erecting these walls... Eheh, right).
2. Depot should be easily accessible, though you may protect it with bridges. But be careful, we don't want anyone passing the inacessible site!
3. Keep the abovegroung clean and tidy like the fortress itself. No one will visit the restaurant if goblin corpses are piled right next to the door.
4. The only goods available for selling are drinks and prepared meals.
5. Military. As the matter of fact, security guards are good... They must be unarmed though. Use of armor is alright, however, as is training in barracks and such. Still, wrestler only militia. Unarmored hunters should see limited use as soldiers only in times of great danger. EDIT: Crossbowdwarves are good as well.
6. Cooks and brewers are the first-class citisens and must be kept alive at all costs. Refrain from conscripting those as well as the farmers.

Map:

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20map.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20map.png.html)

Turn List (yellow-currently playing, green - turn finished!)

Monitor Lisard
TheImmortalRyukan
Sanctume
Khan Boyzitbig
Gwolfski
IcyTea31
taptap


Dwarves:

Tortoise the Founder (Monitor Lisard)
Snacks the first Chef Operating Overseer (Sanctume)
Arena (Arena)
Mistere Frogge the Occulte Frycoocke (Mr Frog)
Boyzitbig the Local Khan (Khan Boyzitbig)

Let the dorfings commence. You might want to give some additional detail if you want someone specific.

Feel free to share your ideas on additional rules, game versions or mods we might use (though I do want to use a vanilla version due to my experience with 43.05 bein very limited). However, if somebody can mod in burgers, salads and pies instead of just stew...
Title: Re: A Dwarven Drive-in succession/community game
Post by: TheImmortalRyukan on September 04, 2016, 02:39:01 pm
PTW, put me down for turn dos peas and corn
Title: Re: A Dwarven Drive-in succession/community game
Post by: Sanctume on September 04, 2016, 04:11:25 pm
Is it 42.05 or 43.05?

Suggestions: a split biome of tropical and temperate for variety of above ground crops. 

Got to find that thread about food recipes.  The idea would be a food court, or rows of restaurants. 

Exotic (unique combination) lavish meals needs screen shot of ingredients, and if value of a stack.

Can give overseers a chance to open a tavern, inn rooms, decorations, with their own stockpiles of prepared meals; and drinks. taken from the kitchen.  And maybe even raw items (fish, vegetables, etc). 

I'll try to play even if it's vanilla 43.05
Title: Re: A Dwarven Drive-in succession/community game
Post by: Gwolfski on September 04, 2016, 04:17:06 pm
I suggest embarking on a road. Added realism.
Title: Re: A Dwarven Drive-in succession/community game
Post by: Waistcoats on September 04, 2016, 05:41:48 pm
I'm up for it. McUrists may become a reality. Potato Biscuits with Pork Tallow, anyone?
Title: Re: A Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 04, 2016, 06:02:04 pm
Hm, not sure about all that on rule 1. Yes, you're going to want offices to be public, but do you really want every visitor to the settlement be given tour of everyone's dormitories or bedrooms? And kinda hard to prevent learning of secrets of one's kitchen if workshops are public as well.

For embark, you might want to give someone 5 in animal training, so it is easier to improve food palate.

Hm, hunters aren't particularly likely to shoot (giant) keas in particular rather than prowling for other prey, so with being open to the sky the fort might fall to them via vengeful spiral.

FYI: For ability to theoretically* get all boozes, in order of importance you're going to need Dry Tropical Broadleaf Forest, Temperate Grassland, Wetland, Tropical Savannah and Tropical Grassland. Of course, savage/evil/good have 1 crop each for this purpose.

* Practically, a region's population doesn't usually contain all the plants/animals that it could contain, though you can still import and grow the non-trees.
Title: Re: A Dwarven Drive-in succession/community game
Post by: Gwolfski on September 05, 2016, 01:01:06 am
Or you could embark, retire, adventure for seeds   retire at fort, unretire fort.
Title: Re: A Dwarven Drive-in succession/community game
Post by: Monitor Lisard on September 06, 2016, 02:48:08 pm
From the personal log of Tortoise the Chef:

...So I told ma best man Unib I was leavin' the place and starting me own business off in the wilds. That look on his face... Man, I dunno why are the people around so scared of going outside. Like really, why be afraid? It's all pretty trees and cute animals and shit, and that's all. What towers was he talking about? Towers are good. It mean, some rich dudes are around... More rich dudes, more customers, yeah!

The place is way too crowded, you got taverns all over the place. The corporations, dude... They ruin small businesses and make shit burgers! Like really, the competition is too high, man... So I signed up for that McUrist's program, you know... They give you loans and you build a new restaraut for them. I say, that's gonna be neat. We'll make the best restaurant in the outback dudes!

So yeah, I am gonna organise a roadside drive-in for caravans and git sum sweet profit outta that. McUrists of Agerelics they call it... What is Agerelics by the way... A town? A highway? Dunno really.

So well, I did gather some supplies and hired some good dwarves... They told me to get a guard or two for our expedition, but man... Who needs security guards? Like really, they cost a lot and do nothing all day... We'll do alright without them. Instead, I hired two woodworkers and got some additional pack animals.

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20items.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20items.png.html)

Man, 'twas really boring. We rolled for days past some backwater mudhuts and unwashed peasants... Who even travels this days? No one, exept maybe caravaneers, rich kids, beggars and madmen.

That Agerelic place turned out to be fucking damp-ass boonies. Trees are all-around. Man, I hope they have some kind' o supermarket here...

Wait, did someone say- OH ARMOK WHY

A-a-a-h. W-h-h-at do I d-do wit' wolves? G-g-giant fucking wolves... They can take your whole hand off right... PLEASE SOMEBODY PROTECT ME!

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20arrival.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20arrival.png.html)

COME ON YOU SLACKERS, SOMEBODY BUILD A HOUSE FOR YER BOSS OR SOMETHING!

We really need a fence here... Uh, what am I talking about, they can probably jump over it wit' ease. A wall! A huge wall! And bridges! So they can't get me!

Oh dude... At least, the waterfall's pretty. I like it. The animal caretaker guy says he heard some wild boars to the north... I hope they aren't coming early and goring us in the butt or something... We gotta catch them for the sweet bacon they'll provide. People love bacon strips! Even filthy elves love it!

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20cart.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20cart.png.html)

Tirist his name is... He's a nice guy, a bit of a slacker he is, unlike me! I am working hard for the glory of Hot Holes! Or... Was it Hot Mines? Eh, who cares. Your boss demands drink! Bring me apple juice!

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20dwarves.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20dwarves.png.html)[/URL]

First, we will build a wall so nasty wolves can't get us!

Then, we will build it to the second story so climbing giant spiderwolves would fuck off!

We are also building some bridges and roads so our restaurant is all pretty and such! Man, I am a great architect.

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20building.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20building.png.html)

Some farms to start off the food production... And we're doing the aquifier thing! I wish I knew what the aqui-flyer thing was... The miner knows, and I hope he won't fuck up! I am so gonna cut his wages if he fucks up!

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20mining.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20mining.png.html)

Miner reports he founds some valuable dulla-might. Yes thank you, I know what dolla might is, heh... He found some stone for us as well, and did not his the aqua thingie as well.

I guess, my management bolsters production and make it most efficient! Dude, thats' cool.

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20mining%202.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20mining%202.png.html)

Yes! More workforce! Some ragged dudes, mostly fisherdwarves... What are they gonna fish for here, wallets? Eh, everyone's welcome. They'll make good waiters, I am sure.

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20migrants.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20migrants.png.html)

There are twelve of us now, and one of the migrants turned out to be an accountant! Good, no one swindles us now... We're gonna show them! Remind me to put him to bookkeeper's work.

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20migrants%202.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20migrants%202.png.html)

There was some commotion inside, a group of bug-like savages bursted in and started to babble something about the land being theirs or something... I was all like "okay" and "file a complaint please" when one of the farmers started shouting angrily and was all like "Unleash the dogs!" and so one of the tribals got bitten hard and the other fled in fear. How violent and... Barbaric! I feel bad for them. Nothing much I can do now, though.

The peasants gave some name to the attacker dog.

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20beetle.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20beetle.png.html)

Beds are being made, and a dog gave birth to cute puppies! They are like tine wolves but not angry and rather fluffy. They SERVE and PROTECT us like the good little doggies they are. Say what, I'm now letting in customers with dogs, cuz, eh... We have like a ton of those he already.

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20dogs%20and%20beds.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20dogs%20and%20beds.png.html)

A kobold thief! A SWINDLING SLIMY BEGGAR SCUMBAG! You tiny... Somebody stop him!

Ah, he made away before we could show his what it's like to be caught stealing from McUrists AGERELICS! At least he didn't steal anything.

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20thief.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20thief.png.html)

Great, a caravan! I hope they had the ads placed... Welcome to new McUrists, dudes! Unfortunately, we're not opened yet, but mind I offered you drinks?

A liason! What is he doing here? Was he going to some fortress? Wait, what's with all the paperwork now?

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20caravan.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20caravan.png.html)

More puppies! One day they'll become war dogs so we can walk around freely without fear of wolves or kobolds!

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20dog.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20dog.png.html)

Uh... You want us to... Eh, I understand the prepared meals part. What's the rest? Taxes? What about taxes? I have a charter from His Majesty!

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20trading.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20trading.png.html)

These are the violent dog's puppies... I wonder, will they do as well in battle as their mom?

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20Good%20dog.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20Good%20dog.png.html)

Oh look, a lizard! I want a pet lizard!

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20Good%20Lizard.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20Good%20Lizard.png.html)

Since the fishers arrived, they've been catching tons of mussels in the brook... I gotta tell someone to process them so they won't stink up the place... What are we gonna do with those anyway? Mussel soup? Mussel salad? Served raw mussels? Add those to the menu!

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20Good%20Mussels.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20Good%20Mussels.png.html)

What else we have there? Let's see... Vegetarian grass salad. Yam potato salad. Spicy salad. What about burgers! I want to see some burgers made!

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20Good%20Salads.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20Good%20Salads.png.html)

Okay, now have our first hall opened! It's called The Curled Butters for some reason. Probably because we serve Curlsberg pale ale on tap?

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20Good%20Curlsberg.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20Good%20Curlsberg.png.html)




So yeah, guys, we've started. An tropical/borderline temperate embark with fancy neighbours.

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20fun.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20fun.png.html)

Like, really fancy. I was expecting the dead to besiege us really soon since it happened in other games of mine.

PTW, put me down for turn dos peas and corn

Done.
Is it 42.05 or 43.05?

...

I'll try to play even if it's vanilla 43.05

Yeah, it's vanilla 43.05 pretty much.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 06, 2016, 03:35:53 pm
Nice, I can't wait to discover what plants and trees we have. 

Are you going to keep track of sales?

With an accurate bookkeeper, a Before z stock screen of Prepared Meals and Drinks, and an after trade numbers.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Khan Boyzitbig on September 06, 2016, 03:44:17 pm
This sounds interesting, I would like a try but are you sure having an unarmed militia is a good idea with TWO groups of necromancers nearby?
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Gwolfski on September 06, 2016, 04:56:59 pm
This sounds interesting, I would like a try but are you sure having an unarmed militia is a good idea with TWO groups of necromancers nearby?

ingenious traps
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 06, 2016, 06:26:03 pm
meat grinder for the burgers
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 07, 2016, 01:05:55 am
Nice, I can't wait to discover what plants and trees we have. 
What fun, looking over a thousand of plants to find the one sun berry.


Ah hell, d-p them all, hope the undead don't eat them (speaking of which, no overhang on walls?) and then look what's in kitchen menu / seeds stock.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Gwolfski on September 07, 2016, 02:18:33 am
Turn pls
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 07, 2016, 02:26:33 am
Nice, I can't wait to discover what plants and trees we have. 
What fun, looking over a thousand of plants to find the one sun berry.

Snip of prospect Shrubs:
                BERRY_SUN :         1 Z: 114

Ah hell, d-p them all, hope the undead don't eat them (speaking of which, no overhang on walls?) and then look what's in kitchen menu / seeds stock.

If you have dfhack, GETPLANTS BERRY_SUN should mark it. 
However, that's risky for a dabbling herbalist as you can get 0 plants.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 07, 2016, 02:46:38 am
Yeah, isn't dfhack convenient? Instantly know if you got what you want and get it in 1 job instead of a season or several with overproduction and risk, or spending hours with k.

I forgot about the 0 plants limit, though :v
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Monitor Lisard on September 10, 2016, 01:16:04 pm
Honestly, I would abstain from overusing dfhack if possible. Of course, it can get some things done, but let us not go too fanatic over ingridients and such. After all, they can be obtained via trading and such.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 10, 2016, 01:38:23 pm
That's an easy thing to accomplish, given that dfhack isn't available.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Monitor Lisard on September 11, 2016, 07:35:09 am
And now, back to business.



When we arrived at this place a good year ago, I admit, I thought for a moment we would have never lifted off... But we have done a lot to civilize this backyard swamp! Soon, the most well-known houses of The Hot Mine will be jealous of us! Raspedpaints! Chewedweeled! Even baroness Rith of the prased Wetbust cabaret!

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20Good%20civilisation.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20Good%20civilisation.png.html)

I am so proud to meet OUR FIRST CUSTOMER! Sakzul the Bard! We're getting POPULAR lads!

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20Good%20bard.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20Good%20bard.png.html)

Huh, I wonder... Since the liason is related to one of our fisherdwarves, won't she mind spending 5 minutes of her precious time on a promotional engraving seccion? That'll boost our sales for sure... Biring me that happy uncle of hers!

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20Good%20uncle.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20Good%20uncle.png.html)

Allright, what we got here? More salads. Plump helmet soup... Mussels. What about meat! I've told you already, I want burgers on the menu! Get more cage traps around the restaurant or go catch the giant burds by yourself, I don't care.

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20Good%20stew.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20Good%20stew.png.html)

Alright, it's spring already! The installation's mostly finished, though we out to build living quarters, finish offices... Add a nice overhanging lodge, a gazebo... I can't wait to continue my administration! Let me first-

What are you talking about? What? What Overseer?... I am your boss here! You're not- HELP! It's a revolt! Somebody call the guards! MUTINEERS! BANDITS! Where is everyone loyal to my administration?!

Agrh, those peasants. They'll ruin it! They will drive the project to it's end! What am going to do?... I am filing a complaint! Yes! The CEO of McUrists will certainly help me! I must hold out until... What are you looking at? Go do the cooking! This kea is so raw it stole my wheelbarrow!

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20Spring.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20Spring.png.html)




I'm uploading the save. TheImmortalRyukan can take their turn, although I won't mind if they go for Clobbermountains first due to sheer epicness of the place.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Khan Boyzitbig on September 11, 2016, 07:44:16 am
Got to love the random names of other fortresses. Wetbust? Sounds like an interesting place.

I definitely would like a turn, pity we cannot have kobold soup and goblin burgers but there should be plenty of other interesting snacks wandering around.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 11, 2016, 08:06:33 am
The Hot Mine? Nice name.

Hello Črithasiz. Wonder if other races also show up?

Iirc TheFlame52 mentioned it takes about half a season to cage trap all of 3x3 map edges.

(You could build walls, but I'm unsure if that would have FPS effect given how channeling out does (though there's the retiring workaround))

I like mushroom soup :)

Ooh, a giant cardinal. Here to proselytize?

Sounds like you want another turn :3
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Monitor Lisard on September 11, 2016, 11:01:08 am
Spoiler: Here's the save (click to show/hide)
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: TheImmortalRyukan on September 11, 2016, 09:31:44 pm
Spoiler: Here's the save (click to show/hide)


NVR MND!

Skip me pls, prof. just handed out a big assignment, gonna be busy for a bit
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Monitor Lisard on September 13, 2016, 02:26:06 am
Spoiler: Here's the save (click to show/hide)


NVR MND!

Skip me pls, prof. just handed out a big assignment, gonna be busy for a bit

Alrighty! The manifest lists Sanctume as our next player, though I am not sure if he really asked for a turn or it was just me. If they aren't taking the turn, it will be Gwolfski's time to shine.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 13, 2016, 08:46:49 am

I'll try to play even if it's vanilla 43.05

Literally the third post.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 13, 2016, 02:45:54 pm
I saw this, yeah I'll play next.  I'll check the download this evening.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Monitor Lisard on September 17, 2016, 10:32:30 am
So, how are things?
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 17, 2016, 11:48:03 am
Slow going, not having Dwarf Therapist.  I do more reading and planning before I commit to unpausing.

In my McUrist notes, I thus far have:

1. I installed a 24x24 pheobus tile set, which goes to the main df data/init, and not affect the save itself.

2. I have some intro notes done, and chosen my character--still unsure what nickname to use

3. I wrote down listed migrant wave, name, current title, gender, age, and some of relationships

4. I considered looking into the deity story arc, but I will probably not go that route.  I also did not go deeper writing down dreams, preferences, and likes.

5. Gamewise, I wrote down the current food, plants, drinks stock, lack of meat and trying to puzzle out how I should "re-do" some of the farm plots.
This is where I'm hesitant to unpause, because I want to move the above ground farm plots z-1 then floor over them to make the corresponding workshops. Also because some of the plots are stone, and even holes.

6. I have some trees designated for cutting, as I want a nice 1 Olive grove tree, and whatever fruit trees nearby.  But I am debating if I should add fencing (2z walls) around this orchard.  Then debating if I want to access this orchard via basement tunnel, or overhead bridge tunnel?

7. The current tunnel from farms to the "dollah-might" mines would be vulnerable to surface trees maturing and leaving holes when cut down.  So, I was thinking putting a road over it. 

8. And I'm unsure how to expand on adding floor and rooms on the z+2 level.  Only pop of 14, and this is a construction heavy project.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 17, 2016, 11:53:59 am
With low pop, keep things as underground as possible I guess.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Monitor Lisard on September 17, 2016, 02:34:55 pm
6. I have some trees designated for cutting, as I want a nice 1 Olive grove tree, and whatever fruit trees nearby.  But I am debating if I should add fencing (2z walls) around this orchard.  Then debating if I want to access this orchard via basement tunnel, or overhead bridge tunnel?

7. The current tunnel from farms to the "dollah-might" mines would be vulnerable to surface trees maturing and leaving holes when cut down.  So, I was thinking putting a road over it. 

8. And I'm unsure how to expand on adding floor and rooms on the z+2 level.  Only pop of 14, and this is a construction heavy project.

Well, I guess there was no need for such a detailed report, since we'll only need names and profession. Anyway, thank you for keeping track on migrants, I usually limit my reports on new faces to a pair of screenshots.

I am actually okay with using Therapist and such, the only thing I'd rather avoid is altering the save (so it's good that you chose a graphic pack that does not fuck up graphics for those using vanilla).

As for the aboveground construction, you may do what you want, use whatever materials you want. There is no limint on traps or bridges. Still, no underground quarters, that's the challenge.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 17, 2016, 03:15:13 pm
Heh, it's been so long, I forgot about the aboveground rules.

But as far reports go, I personally stick it to just mentioning what few exceptional dwarves there are(great skills/top tier attributes/vamps). Skill and farm assignments require what Sanctume mentioned, tho :V

Btw, I think you know, but JSYK: As it is 43.05, Therapist isn't an option, so getting a list of who likes what and how suitable their stats are for a given jobs requires manually working all those things into a spreadsheet by going over each individual dwarf.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: IcyTea31 on September 17, 2016, 03:25:17 pm
Interesting. Count me in.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 18, 2016, 07:06:47 pm
Introduction: An Offer Letter

Late-Winter, 80

Rigoth ‘Snacks’ Mountainreleased mutters to herself while stowing rice plants in a barrel, “I finished up some work.  I am very satisfied.”   

“Yeah,” she nods her self-affirmation on leaving The Society of Women behind to migrate on to a new chapter of her life. 

She pulls out a couple of hemp sheets from her silk robe, and ponders back ...

Shortly after her arrival here in the Agesrelic Outpost in mid-autumn, Snacks also concludes a meeting with Liaison Endok confirming her acceptance to the position.  It would then be the responsibility of the liaison to relay this information to the higher ups. 

After the enthusiastic congratulations from the liaison, then followed by her fifteenth name-day fussing of her family, the rest of the winter season became a blur of busy work and self-indulgences.

"I dream of creating a great work of art someday, yet I am completely unmoved by art or the beauty of nature and I am conflicted by this as I value artwork and its creation." Shrugging, she stuffs the papers back.

Spoiler: ”An Offer Letter” (click to show/hide)


1 Granite, 81, Early Spring

Snacks recites a composition, “I cannot see the beauty of the world when my eyes have been spoiled by pleasant colors and those around me are masked in artful depictions.

Alas, in my blindness, I have come to appreciate these unassuming blandness which some refer to as vanilla.  What heretic would believe such nonsense!  Try, of yeah non-believer, for vanilla is a great binder to flavor. “

“What in the vermin-turd are ye bablin’ about Snacks?” asks cousin Athel, a farmer by trade.

“It’s just these lands and these wood palisades to shelter that enormous farm--they are a waste of effort to mass produce instead of hand-cultivating tiny plots to encourage variety for the discovery of flavor.”

Athel sighs,  “Shut yer trap n haul them plumps.  Tortoise has customers to feed.”

Snacks says, “I’ll make some changes here, don’t you worry.” 

Athel questioningly stares with her sunken jade eyes, “I’m three years older than ya cuzzin, you will not be makin’ change here.” 

Snacks continues, “Oh, but I will.  I officially start today.”

--

In a kitchen in somewhere in Agesreclic, Tortoise dabbles in a minor temper-tantrum.

“What are you talking about? What? What Overseer?... I am your boss here! You're not- HELP! It's a revolt! Somebody call the guards! MUTINEERS! BANDITS! Where is everyone loyal to my administration?!

Agrh, you peasants.  You will ruin it!  You will drive the project to it's end!  What am going to do?...  I am filing a complaint!  Yes!  The CEO of McUrists will certainly help me!  I must hold out until…” 

Tortoise points a wooden spoon at Snacks, “What are you looking at?  Go do the cooking--me?!”

Snacks stuffs a bag of plump helmets in the barrel. 

“Miss Tortoise,  I am officially starting today.  I’m thinking that I am destined beyond picking plants and hauling mushrooms. I would like a corner office on the second floor.

And I want to scout the land and discover more herbs, bushes, and leaves that will bring much flavor to your culinary endeavors.  And of course a small orchard. ”

Tortoise winced for a moment after tasting the batch of mussel roast with minced mushrooms.  “Shit, you may be right, go on by yo-self.  Go out there, yeah, outside, and bring delicious edibles you find.  Don’t let no tower talk scare you like ma best man Unib says.  Hey, wait a minute.  What office?  What official start date?”

“Didn’t Liaison Endok or any of the higher ups tell you of my acceptance?  This is from the CEO herself.”  Snacks shows her copy of the letter.

Tortoise exclaims, “Well I’ll be free to just cook my masterpiece! So, just you understand, I am the boss of this kitchen.”

Snacks enthusiastically agrees and left for the outdoor.  Upon pondering what was said, Tortoise exclaims, “Hey wait another minute, what is wrong with my cooking?”  Tortoise thinks to herself, “I could really use a good meal.  I’m not uneasy.”

(http://i.imgur.com/r7lApyM.png)

Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 18, 2016, 09:10:14 pm
*looks at that personality*
*snrk*

Indeed.

Tortoise being a cook she has grudge with?
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 18, 2016, 11:18:13 pm
Well, Snacks had to have her resume written somehow, but who's to say she did not outsource that "notes about me" back in the Mountain Hall?

No grudges for Snacks.  3 pages of relatives, 2 friendly terms and passing acquaintance with the 2 customers.



Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Monitor Lisard on September 19, 2016, 12:16:03 pm
Well done! If you don't mind, I'm adding the offer letter to OP since the piece is just dank (and well-written overall).

Also, here's an opinion on the further development:

From the personal log of Tortoise the Chef:

"Un-frigging-believable! Baroness Rith... That... That b-bitchy hag left me alone with these peons! Oh no, you don't do that to Tortoise... Soon, Wetbust will be left far behind with it's wet shirt contests and sunshine on tap... We are coming! I- I'll show them who's in charge here!

First, I am ordering them to level all the existing aboveground farms and move them outside! That's what Snacks have been talking about for a while... Don't care, no one will notice! She did nothing, I am doing... Things! So, farms are moved ourside and a fence about two-urist tall will protect those! Magnificent! Meanwhile, that makes just enough room inside for quarters! Most brilliant idea! I bet that Snacks girl couldn't have thought of such design!

Also, I am thinking of giving permission to start a hunter's club here... Really, no one here knows how to shoot crossbow properly... Nonsence! How hard that can be? Just the string, then tie it to... Or, eh, what was it again... Doesn't jmatter, we need some trained crossbowdwarves in Agerelics!"
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 19, 2016, 12:58:41 pm
That's second time Tortoise opposes the rule and rules of Rigoth in two days. First ordering her around, then wanting to arm people...

I wonder if it will be three for three, with the chef earning a little pancake course as a reward *intrigue*
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 19, 2016, 01:11:52 pm
(ooc, did someone just peeked in the)
Spoiler (click to show/hide)
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 19, 2016, 11:53:52 pm
Chapter 1: McUrist Weapon-Free Zone

North sector, outdoor survey

Snacks goes to work surveying the trees near the wooden palisades.  She designated trees for cutting, and saved some trees for an orchard area.  Definitely the olive tree, and some variety of fruits: date palms, orange, guava, papaya, and coffee cherries.  A walled orchard with attached condos would increase the value of the property.  Snacks makes a note to discuss a debate between overhead sky-bridge, or secured dwarven tunnel access.

Woodcutter Kadol happily swings her copper battle axe to the task.  Kadol says, “I felled a tree.  That was very satisfying.”

Southwest sector, fisherman’s wharf

Cousin Ber, Erush, and Grandpa Edzul proposes the establishment of the Fishers Union. 
I am not against this idea, but they need to realize that family and business are separate entities. 
Our meeting agrees on the following:
Department of Resources
Producers Division includes Fisherman
Support Division includes Fish Cleaners

In order to improve production of raw fish, which includes our current supply of mussels, a fish processing facility will be erected in the southwest sector along the brook.

15 Granite, 81

Customers and trade partners arrives from Moniririli, and so the elf merchants are welcomed to unload their wares in the trade depot.

This looks to be a promising transaction just as Chef Tortoise announced a creation of masterpiece ☼mussel stew[8]☼.

I delegate the negotiation tasks to Grandma Meng as I also temporarily promoted her to the Broker and Manager position on top of her Bookkeeping job.

Snack: What do you mean they are opposed to wood?

Meng: They are elves, dearie.

Snack: Please address me as Miss Snacks.  Let us keep this conversation professional.  Our products are made from organic, gluten-free, zero fat, quality meals, and natural fermented refreshments.

Meng: Their opposition is towards the containers.

Snacks: They don’t like the cherry wood or chestnut barrels?  Are they all hard fibre intolerant?

Meng: In a way, they consider trees as kin.

Snacks: I can understand that may be an issue. 

Meng: They are interested in our stonewares, the white mugs in particular.

Snacks: These dolomite mugs are prototypes, they aren’t even branded with our logo.

Meng: What else do we have that is not exposed to wood?

Snacks: We’re not in the business of selling rocks.  I suggest placing some mugs as a token trade in order to see what the Moniririlian elf merchants have to offer McUrist.


I left grandma Meng, I mean Mrs. Meng handle the negotiations with the wood intolerant elves.

I notified Miss Sazir, The Miner to excavate a few more dolomites and order a batch of white mugs. 

Perhaps the Mason shops should set down below--I will have to research this idea if such a workshop below ground is compliant with McUrist Safety Standards.

20 Granite, 81

Agesrelic Outpost welcomes 23 migrants, thus increasing our population to 37.

Catten, the woodcutter joins the clear cutting the west side of the outpost.
Ustuth, Ranger
Mistem, Ranger
Atir, Ranger has a steel crossbow with 36 bismuth bronze bolt
Melbil, Ranger
Zuglar, Furnace Operator
Vucar, Woodcrafter
Sarvesh, Fishery Worker
Monom, Fishery Worker
Dastot, Fishery Worker
Rigoth E., Fishery Cleaner
Lor, Farmer
Edzul B., Farmer
Nil, Herbalist
Kib, Mechanic
Stakud, Mechanic
Thob, Peasant who likes spears and breastplate
Obok, Child
Kulet, Child
Degel, Child
Fikod, Child
Erib, Child
Enbok, Child

All hunting labors are on hiatus until formal interviews and psychological exams are completed for each candidate.  Besides, McUrist is a weapon-free zone at this time to promote peaceful transactions with the community at large.

South sector, indoor second floor

The new arrival processing has been interrupted by a commotion on the south, second floor. 

Early reports indicate that a local wild animal, a giant chameleon climbs up the walls and started attacking a fisherdwarf. 

The Security Department have been brushed under the refuse, so to speak, with the cook Tortoise absurdly acting as militia commander.  This will not do as it is imperative to protect our Product Artisans, such as cook Tortoise.

I, Snacks, the current Overseer, immediately relieved cook Tortoise, and promoted Vucar as the new militia commander.  A new squad is commissioned, “The Mines of Curiousity.”

I scanned the personnel profiles for those with at least dabbling skills as dodgers:
Edzul B., Athel, Eruch, Atir, Rigoth E., Melbil, Mistem, Zuglar, and Dastot.

Vucar immediately issues an order to apprehend the wild animal.  The squad found the intruder, a giant chameleon,  on top of the constructed walls already engaged in a fight.  Caught in the moment, more civilians and I joined the battle which included expedition leader Tirist, cook Tortoise, a carpenter, two mechanics, and even two children.
Guard Atir bashes the giant chameleon in the head with her (steel crossbow) and the injured part explodes into gore!  Under these stressful circumstances, the weapon will not be confiscated, and the policy of weapon-free zone must be seriously reviewed.

I jumped down to continue on my tasks, and then looked up shaking my head. 

Our minor victory is met with the reality of this fact: Those dwarfs who remain on top of the wall believe their legs too short thus preventing them courage to hop down.  Argument ensue above while they await for a construction rescue. 

Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 21, 2016, 12:01:40 am
Chapter 2: Rodent Infestation

26 Granite, 81

Snacks thinks about how to improve security.  The elf merchants only have meager choices that Broker Meng traded the low quality dolomite mugs for grown wood barrels and buckets, as well as grown wooden toys.  No food transaction occurred.

Two human customers arrive and seem to enjoy our refreshments when another commotion coming in from the north gate.

Spoiler (click to show/hide)

With little time for drinks after the construction rescue, the “The Mines of Curiousity” squad intercepted the rodent intruder along with other citizens and customers.

Spoiler (click to show/hide)

The Weremouse Dasar Beseishas incident report consisted of 68 pages.

Spoiler (click to show/hide)

Summary:
Patient 0: Mr. Q., Human Pikeman, went drinking after the fight.
Patient 1: Tortoise, Founder
Patient 2: Mebzuth, Mechanic
Patient 3: Zon, Farmer
Patient 4: Rigoth, Guard

Needless to say, Agesrelic needs a medical care facility ASAP, and a doctor.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 21, 2016, 02:34:10 am
Of those fruit trees, only papaya, date palm and guava are brewable sadly. Coffee is especially bad, being cookable only. Was this single-biome embark?

Nonetheless....

And grandma Meng save us from allergies! And bins! And bin allergies!

I see that unarmed combat as brute force attacks has serious trouble against things that are resistant against blunt force attacks. Maybe if they wore steel gauntlets, could they then punch better? Not sure if DF simulates that deep.

....

Oh snap. Gif videos of attacks are a treat  - that's quite the zoom level. The content of gif, though? Threatening .

And again several dozen pages? I fear these squads may have trouble versus siegers. Hopefully their punching can improve.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Monitor Lisard on September 21, 2016, 02:49:24 am
Well, I think a werebeast can be of a great danger to the young fortress and should be dealt with accordingly. I mean, I was thinking of an early necro siege, but still.  Anyway, turtling and arming craftsdwarves with crossbows was totally acceptable under such an occasion.

Also, it's time to put all those cats we don't have to use. McUrists Sanitary Control won't be happy to see our kitchen being swarmed by weremice.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 21, 2016, 03:03:16 am
Not exactly making guests feel safe, though. Normally, you don't expect a security guard to carry a gun, after all.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 21, 2016, 08:21:13 am
Plenty of bruising with punches and kicks to the head.  The human pikeman did most of the damage embedding a halberd a few times. 

I did not see a kill shot from our guards, so the Patient 0, human pikeman, most likely have gotten the killing blow--and now he is having drinks in the tavern with no way to discreetly quarantine him from the rest of the population. 

So yeah, I hope I'm competent enough to manage this situation until 23 Slate, the next full moon.

Re: multi-biome.  I think there is a different biome as the bushes available differ in the south and southeast sector.  I did not see hemp, so I hand-picked rope reeds and kenaf for the much needed threads and cloths for medical needs.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Khan Boyzitbig on September 21, 2016, 08:25:14 am
Not exactly making guests feel safe, though. Normally, you don't expect a security guard to carry a gun, after all.
On the other hand you don't expect the troublemakers to be giant mice or even more dangerous threats. Even in the UK where police don't normally carry guns there are armed cops for major problems, Weremice would count.

Also, what is a pikeman doing with a halberd? Isn't that treated as an axe?
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 21, 2016, 08:34:55 am
I'll go over the battle reports again later.  I was only looking for bites and scratches done against probable infections.
I'm sure I read a halberd being embedded at some point.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 21, 2016, 09:37:50 am
Not an official post, but more of ideas for Agesrelic.

As of now, we have a large walled building with 4 3-wide raising bridges leading to the trade depot. 
As I plan for ways to build the 2nd floor to include bedrooms and offices, this will leave little room for actual workshops that produce food items.

It would feel crammed, I think.  So I want to build small buildings outside, think of vendors producing ingredient for McUrist.

So I have 2 planned:
1. orchard for gather zone, and might as well build bedrooms near there.
2. Fish processing by the brook.

But those plans are interrupted because of 2 fights now. The wild animal (giant chamelelon, and the were-rat).
Which further sets back building outside, as we need a hospital soon. 
We don't even have bedrooms or dorm yet at this time--not enough "roof" for above ground.

Now new Rule, Maskrdwarves allowed, use of crossbows?

I am thinking, that as a compromise, a separate building outside, think of it as a Police Security Department Building next door to McUrst.  They can have their training and barracks there within their walls, yet McUrist can still have the unarmed guards squad acting like bouncers.  Link a road from the Security Department to the McUrist building.  And that should solve armed dwarves.  We're in a rough neghborhood.

Here is the rules I am summarizing and formatting for my easy references.

McUrist Rules

Construction
Above ground: housing, workshops, offices, taverns, dinning, depot, storehouses? (drinks and prepared meals?)
Below ground: mines, garbage pits, minor stockpiles (food other than drinks and prepared meals?)

Issues/Questions: farms can be below ground, but ready made food (prepared meals and drinks) should be stored above ground (for display?) on stockpiles.

Trade Depot
Accessible above ground
Trade only prepared meals and drinks.

Issues/Questions: damn elves, need to use rock pots, or plan to make glass containers long term.
Issues/Questions: can we use caravans to give to charity discarded clothing and other trash?

Cleanliness
Disposal of corpses and refuse

Issues/Questions: blood stains on outside/light tiles will not be cleaned by cleaning labor.  Need to de-construct and rebuilt. A challenge. Or find bauxite or petrified wood so the red color hides bloodstains.

Security Department
Rank 10 Labors: Military
Guards, Unarmed or Crossbows
Guards, Light Armors (Cloth, Leather, and Bone)

Issues/Questions: an idea to build a separate building outside, call it police department, or security department.  They can be armed and training, and just part of the neighborhood / block near a McUrist.

Issues/Questions: Can still have a squad of unarmed inside the main McUrist building.

Corporate Hierarchy, Departments and Divisions
For this, a department is composed of one or more divisions.

Issues/Questions: From what I get the gist of "cooks are important citizens" is that McUrist puts an arbitrary class / caste system focusing on it's goals to provide food and drinks to customers.  So I am adding some sort of number/rank to labor in importance from the individual making the final product, down to the support of the products. 

Dept: Product Artisan
Rank 1 Labors: Cook, Brewer

Div: Resource Producers
Rank 2 Labors: Farmer, Plant Gatherer,  Fisherman, Beekeeper, Cheesemaker
Rank 3 Labors: Miner, Woodcutter, and Hunter

Issues/Questions: Possible to keep a "no uniform" squad composing of Miner, Woodcutter, and Hunter with default weapons/tools.

Div: Resource Support
Rank 4 Labors: Fish Cleaners, Butchers, Presser, Miller, Milker, Animal Handler

Dept: Material Production
Rank 5 Labors: Wood Crafter, Stone Crafter, and Bone Crafter
Rank 5 Labors: Glassmakers and Potters

Rank 6 Labors: Thresher, Shearer, Spinner, Weaver, and Clothier
Rank 6 Labors: Tanner and Leather Worker
Rank 6 Labors: Lye Maker, Potash Maker, Soaper

Issues/Questions: Possible expansion to Divisions: Cloth, Leather, Soap, and/or Containers.

Facility Maintenance
Rank 7 Labors: Carpenter, Mason, Mechanic

Mainly Furnitures, Bridges, and Traps.

Security Auxilliary
Rank 8 Labors: Healthcare Worker
Rank 8 Labors: Metalsmith, Metal Crafting, Weaponsmith, and Armorsmith
Rank 9 Labors: Wood Burner and Furnace Operator

Mainly Forge and Hospital.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Monitor Lisard on September 21, 2016, 10:33:00 am
Not exactly making guests feel safe, though. Normally, you don't expect a security guard to carry a gun, after all.
On the other hand you don't expect the troublemakers to be giant mice or even more dangerous threats. Even in the UK where police don't normally carry guns there are armed cops for major problems, Weremice would count.

Also, what is a pikeman doing with a halberd? Isn't that treated as an axe?

I was thinking more of "Raising the bridges leaving the guests safe, happy and unaware of armed militamen stationed on the towers". We have some nice roomy battlestations, ought to add in weapon and bolt stockpiles.

Also, about McUrist's rules:

I guess we're going for two types of militia here. One is a full-time troop of unarmed (but well armored) bouncers. Although, Until we get our wrestlers trained, we can have part-time crossbowdwarves, since walking corpses can be much of a strain for unrepared soldiers. As for things being crammed, I think we should expand the site, maybe add some new buildings or another walled-off area for the orchade/garden. Also, I think we should get rid of the ground-level farms inside the main building and build a hospital/some quarters there.

Concerning some issues listed:

1. Elves are a picky bunch. Rock pots should be the thing. Also, nice idea with the mugs. We might also sell branded t-shirts or something.
2. We should rather atom-smash discarded clothing to prevent FPS problems.
3. Blood outside: we'll eventually turn the place into a city anyway.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 21, 2016, 10:59:08 am
@Sanctume: Small buildings....Are you thinking something like 5y × 5x × 2z sets of workshops over downstairs/down ramps for input/output?

Granted, could also go for a skyscraper, tower, forest retreat or hanging catwalks aesthetic high in the air.

Elves: Store meals inside a minecart to guard against rot, then when they come put the minecart on track stop next to depot and trade all closest meals.

Alternatively, make copper minecart and trade that in 1 move.

Red: If you can't find any bauxite or petrified wood, hematite would work - or alternatively, cinnabar tracks.

I think one of the bronzes had dark red as secondary color as well, so could use that one for tracks as well.

Frankly more worried about puking, since I'd guess that'd be more common than bleeding.

@Khan: Yeah, but there are no rules against traps, or even a simple door the BD will get stuck on when descending from a ramp.

(Also, I see marksdwarves getting all the kills by bashing things to death. Feels off if the intention is for dwarves to break limbs by limb locks.)

(But tbh, the main dislike is more about changing the rules of engagement during the engagement :P - not rational when I'm unaffected any way, though)

@Monitor Lizard:

Issue with drawbridge defence is that it keeps visitors out, left to the harsh mercies...."We're closed" sign is not hospitable :v

Regarding branding, an image will have to be decided. However, after one is made, could use a forge to put it on everything :P

Have you tested wrestlers before? Are they more deadly with steel armor to give unyielding punches and kicks?
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Khan Boyzitbig on September 21, 2016, 11:02:18 am
How about having a Rangers' Camp just outside? We could easily argue that they are trading raw meat/leather for added protection (for us) and nice meals/drinks.
If we end up with an actual surface city there could be a professional crossbow militia (sort of like late medieval early Renaissance Italian city state) but until then we rely on the rangers for an irregular defence force.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 21, 2016, 11:23:52 am
I like that Ranger's Camp idea.  Maybe I'll have time to build something like it.

A Hunter's Lodge: 2x2 bedrooms on (the 2nd floor) enough for bed, chest and cabinet, and maybe a personalized furniture.
An Archery Range.
A Leather Emporium for fine leather quivers, backpacks, cloaks, boots, gloves, tunic, and trousers.

Possibly a Bone and Shell Shop: Bone ammo, Shell studding on leather, if not shell gauntlets, helms, greaves, and breastplate?

Small buildings: Depends on what workshop to make.
Current in progress is Fisherman Wharf is biggish. 8x in y-axis: garbage chute, floor, and 2 3x3 Fisher.  for it's x-axis, 3 for Fisher, 1 for Grates, 1 for floor.
I did made a 2nd floor, only floors for now, and it is roofed so it's a bunker with stairs and tunnel into the fort. 
(spoiler) I reached an aquifer, so the garbage is only 2z deep, but should be enough since I don't think this is re-animating.  My usual 1x2 atom-smasher deal if it gets completed.  So maybe room for up to 4 Fisher Union members at most: 1 Fisherman, 2 Fishcleaner, Fishcleaner/Bone Crafter.

I am thinking similar to the Orchard.  I was only interested in the olive tree to make oil and soap.  However, I think Kenaf plant may be able to provide soap also.  Plus nearby fruit trees may be good too.  I am just no sure if I wall wall the orchard, or have time.  If I can put a wall, then a 2nd floor housing, 1st floor quern, presser and crafsdwarf shop to make wood jugs since there is an issue with stockpiling jugs and "jugs of oil"

I can also do BD above ground traps.  It will be tricky to defend 4 entrances, so maybe make 4 BD traps? hehehe

edit add:

As of the end of the were-rat fight, all the farms except 1 underground has been dismantled. 

My thought is 7x7 buildings.  With 1x7 strips of farm plots in a 3x7 configuration, a 1x7 with 1x1 center stairs, and a 3x7 adjacent stockpile area.
Basement will be farm plots, seeds and plant stockpile.  Surface 1st floor will be workshops and stockpile.  And 2nd floor will be bedrooms, hatched locked if needed.

Should work ok with:
Cloth:  z-1: cloth plants farm plots; z+0: farmer's workshop, loom, clothier; z+1 bedrooms.  Can be upgraded for paper making, add quern/presser.
Below Plants: z-1: below ground cook only plants farm plots; z+0: farmer's workshop (quarry bush, sweet pods, cave wheat), quern, presser. 
Above Plants: z-1: above ground cook only plants farm plots; z+0: farmer's workshop (what ever wheat making), quern, presser. 
Meat:  z-2: atom smasher; z-1: tanner and leather workshop; z+0: butcher, garbage chute.  Even has room for animal cages for butchering.



Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 21, 2016, 11:14:46 pm
Hm, here's a thought: Try to get some goblins to join the fortress, even as mercanaries.

Since goblins don't need to eat or drink they could wrestle eternally with fair few targets.

That layout idea sounds decentralized.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 22, 2016, 11:02:42 am
I was not able to complete my composition for a post last night

...

I mean, Snacks has xx days until full moon to make hospital, make threads, make cloths, make something to contain the 4 suspected patients, and keep a wary eye on that human pikeman that is bleeding and drinking in the tavern's open floor plan, and get distracted by

...

, so I'll get on that tonight hopefully. 

Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 23, 2016, 09:27:44 pm
Chapter 3: Action Plan

26 Granite, 81

Snacks takes charge and lays down action plans before the next full moon, 23rd of Slate.

Miner Sazir will first dig out the hospital down in z131, and forgo the aesthetics of above ground constructions.   This is an emergency measure, and for added security, the hospital will be access from below at z132 though a hatch cover.
Spoiler: Hospital (click to show/hide)
Cousin Ber is promoted to Chief Medical Dwarf.  Welcome aboard Doctor Ber.
Doctor Ber starts demanding for threads in order to perform suturing.
I tell Nil the Herbalist to pick rope reeds and kenaf plants.
For the Department of Material Production, I promoted Reg D to handle the thresher, weaver, clothier, tanner and leatherworker labors.  Guard Ustuth is also given plant processing labor to help speed up thread making.
Reg starts building the workshops on the indoor pasture: 2 farmer’s workshops, a loom, a clothier, wood furnace, ashery, and soap maker’s workshop.
As soon as threads are used, Doctor Ber starts demanding cloths for bandages.
--
28 Granite, 81
A bit of good news, Grandma Meng gave birth to baby, uncle, Kel in the middle of the trade depot.  Mrs Meng soon started seeking for a missing infant, and the elf merchants starts preparing to leave.  Kel Paintbalds gurgles, “Madaba!”
--
Miner Sazir’s next task is to dig four quarantine rooms, situated west of the Mason shops, down in z126.
Spoiler: Quarantine Rooms (click to show/hide)
The plan is to quarantine the four patients who are injured by the Weremouse.  Each quarantine room is accessed via hatch cover, and have a drop chute for supplies.  Superior quality beds are placed.
For ease of processing the patients, four new squads are created:
Squad “Quarantine 1”: Tortoise, Founder
Squad “Quarantine 2”: Mebzuth, Mechanic
Squad “Quarantine 3”: Zon, Farmer
Squad “Quarantine 4”: Rigoth, Guard

Thob is promoted to handle all the Masonry jobs.
The hospital was created and more supplies are forthcoming.
The Fisher Wharf roof is completed sealing it from the outside.
Spoiler: Fisher Wharf (click to show/hide)

16 Slate, 81
Chaos descends upon well laid plans one week prior to the full moon.
A second Giant Chameleon climbs up the east wall where there is no constructed floor access except climbing walls.  “The Mine of Curiosity” squad is given an order to kill the giant chameleon.
Child Kulet, expedition leader Tirist, Carpenter Eshtan, Child Erib, and Guard Dastot filled over 73 incident report pages of punching the giant chameleon’s head, and the fight is still going.  The conflict has caused vengeful thoughts to most of the population already, including Patient 4, former Guard Rigoth.
So, 7 days prior to the 23rd, the four Quarantine squads are given orders to station themselves down the quarantine rooms.  Except Guard Rigoth is determined to beat up the giant chameleon but cannot seem to climb up the wall.

Full Moon, 23rd Slate, 81
Mr. Q, the human pikeman is nowhere to be seen.  He must have slipped out of McUrist during the second giant chameleon incident.  Despite the weeks of beating, the giant chameleon is still alive and continues to interrupt the  workers inside McUrist.  The new full moon reveals more rodent infestations while the civilian alert is in progress.
Spoiler: Announcements (click to show/hide)
First, the good news.  Quarantine 1: Tortoise is locked in quarantine room 1.  She is safe from the weremouse infection, but feeling vengeful.
Spoiler: Tortoise (click to show/hide)
Second, more good news, Quarantine 4: former Guard Rigoth, Patient 4 is not infected while not inside quarantine room 4.  She is instead battle raging near the east wall, searching for a way to join the beating of the giant chameleon.  Yes, it is fortunately, she is not infected.
Spoiler: Rigoth (click to show/hide)
Third, is not good news.  Mebzuth, Patient 2 is locked in a quarantine room, and transformed into a weremouse.  He should not be able to harm anyone down there, but he has gone berzerk.

A worst case scenario happens when Zon, Patient 4, transformed into a weremouse in the stairs between the quarantine rooms and the farms.  Unfortunately, Mechanic Stakud was there, victim to Weremouse Zon.
Spoiler: Weremouse Zon (click to show/hide)
The doors between the farms and the stairs to the Mason area have been locked, but Grandma Meng, Baby Kel, Mason Thob, and Miner Sazir is still in danger with Weremouse Zon with only stairs between them.
Grandma Meng set a civilian alert burrow in one of the empty quarantine room, so they locked themselves in hoping for the full moon to wane.
Spoiler: Quarantine Civ Alert (click to show/hide)

Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 23, 2016, 09:43:15 pm
Um, doors to beds?

 I see dead puppies. I may be seeing more of them.

Fair few labours on Reg D. Might eventually want to split off different clothesmaking workshop tasks to different dwarves, when there's more workforce.

Did elven merchants bring no thread or cloth, though :( ?

Ooh those are the quarantine rooms. Hm...If you drop enough rocks down, they can remove ramps by building foors over them.

I don't think you need grates when brook's floor itself already acts like it. Still, I like fishing outposts :)

Oh crud...vengeful thought tantrum spiral. Dangerous. But wait, didn't you seal off Guard Rigoth? Why is he punching the chamelon.

Human pikeman?
I think the best weapon defence could be organized by having visitors just keep hold of their weapons instead of having them confiscated. With enough mercenary  visitors, should be able to turn even a small siege.

Really fortunate Rigoth is not infected.

Really unfortunate Zon wasn't in her room.

Also, I've read werebeasts obey burrows when they see no enemies or buildings?
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 23, 2016, 10:48:55 pm
This Pheobus tileset makes some dwarfs look dead.  And animals have the ascii letters, i.e. red "d" is either puppy or duckling.

So there must be some raw changes, but I only replaced the my df copy data/init.txt and not change anything in the region folder.
Text is much readable though using 2D and True Type Font = Yes.

--
I did not see any cloth / thread from the elves.

--
Those ramps are unusable since the z+1 is wall or open space only.  I just not spend time to remove ramps as I was worried the digging will not complete before the next full moon (23 slate)

--
I don't like the brook texture, so I used grates.  And it's a habit for when used over flowing water also.

--
Guard Rigoth ignored the station order to his quarantine room, and instead hang out the east wall, really vengeful against the giant chameleon.  We got lucky.

It is unfortunate that the giant chameleon is up on the wall, and no floor access.  Each attempt to make construction access, it gets interrupted. 

Child Kulet has been beating up the giant chameleon for quite some time now. 

--
Yeah, the human pikeman who fought the original weremouse.  He had some bites and bleeding.  And I forgot to confirm if he used a halberd.
The Weremouse Dasar report now says "No recent announcement."  I might have a prior save

I only remember his name starts with a Q, so I refer to him as Mr. Q.  He is not in the map anymore, so maybe lucked out there too.

The military squad screen did not have anymore "Station" order after they transformed.


Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 23, 2016, 11:28:39 pm
Regarding ramps, why remove them: so can build a workshop and never leave quarantine.

Though werebeast will destroy the workshop anyway, so might as well be useful for sand/clay/fishing/plant gathering and let someone else handle workshop jobs, but it's a possibility.

But if you want to keep them outside of quarantine, I suppose a clever minecart system with profiled lever on important repeat could stand a chance of work, provided adequate time is provided for sleep/eat/pray.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 23, 2016, 11:45:20 pm
Zon, female. She has the appearance of somebody that is 273 years old, and is one of the first of her kind.
One Kill. Stakud Weatherpaddle the dwarf. d 81.
Deity: Lir
Mebzuth: Friend.

She is uneasy after being unable to acquire something for too long.
She likes Weapon Racks -- so maybe give her own weapon rack?

--
Mebzuth, male. He has the appearance of somebody that is 198 years old, and is one of the first of his kind.
One Kill. Stakud Weatherpaddle the dwarf. d 81.
Deity: Shilrar
Mebzuth: Zon.

He is bored after lack of abstract thinking. 
Make his own library?  Hmm

They are out working right now, and will station 7 days before next full moon.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Fleeting Frames on September 23, 2016, 11:56:04 pm
273....Is that a necromancer werebeast or two? Yikes.

At least we know they're not vampires.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Sanctume on September 24, 2016, 12:09:21 am
These 2 are founders.  I think the weremouse curse make them look very old.
Have to check the first save to see how old they are originally.
Title: Re: McUrists of Agerelics: Dwarven Drive-in succession/community game
Post by: Monitor Lisard on September 24, 2016, 10:18:23 am
Uh-oh. Well, the underground hospital is a temporary solution, since it has to be abandoned afterwards. We want to show the future employees how well the medical insurance works, don't we? As for the quarantine chambers... Those will make Agerelic's super-secret catacombs where we keep our sause recepies and many more things.

Also, collating the updates and adjusting the thread title.

EDIT: Here's my variant of McUrist's logo.

Spoiler (click to show/hide)

Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on September 24, 2016, 02:18:18 pm
Nice.  It will be quite a long while to have clowns as mascot entertaining guests. :)
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on September 24, 2016, 03:31:05 pm
Going to need a spider first, I guess.

Hm, do visitors kill chained-up clowns? Unlike FBs and titans, they're guaranteed to not have become the enemies of any civs yet.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on September 25, 2016, 08:11:39 am
Clowns are hostile to everything I think. Wandering clowns will do battle with invaders and traders so presumably chained clowns will cause fights.

Do we have fire clay? If so we could make stoneware pots for elves and general use. Pottery statues studded with gold might make nice decorations anyway (in the long term).
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on September 25, 2016, 11:21:01 am
I think wandering in clowns are bit of like wild animals in that they're not historical figures. They're not treated as megabeasts, so visitors might not kebab them when chained. Unless they kebab wild animals who have never killed anyone? Might want to test first, and if true keep the clowns in cages or chained in windowed enclosures.

Regarding pottery and decorations, even without clay could put a magma kiln up next to masonry, give it ..like, 5 ash bars and ash glaze all stone furniture, since that's currently mispriced. But otherwise, eh, I'd say rock pots for booze...But I used to go for wooden ones since embarking in plentiful areas with wood, and now picked up making wooden barrels from Sanctume instead for skilling up carpenter instead of decreasing weight of something that only gets moved a few times per year.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on September 25, 2016, 09:35:21 pm
I'm far from digging much deeper, so I am only using dolomite layer for stone needs.

There is "sandy clay" above the dolomite and should be good for clay, but not sand collecting.

Let me know if my turn is going slow, I was hoping to speed through constructions, but something seems to always come up. 
And no DTherapist makes micro-managing labors slow also.  I need one more weekend to go further. 

I am only in Mid-Summer, Malachite, 81.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on September 26, 2016, 12:25:23 am
Chapter 4: Hamlet Agesrelic

Act 1: The Rescue
25 Slate, 81
The full moon wanes, Zon and Mebzuth calmed down, and transformed back into dwarfs.  They are schedule of go back into quarantine 10 days prior to the next full moon on 21 Felsite.

The old fortifications are all wrong because they do not have a roof, so they are deconstructed and log walls will be placed, and then fortifications will be carved after as needed later.

The giant chameleon is now a corpse, and the incident report highlights:
Guard Athel passes out from exhaustion.
Child Kulet passes out from exhaustion.
Guard Zuglar passes out from exhaustion.


The priority is constructing access to the east wall.  The giant chameleon is dead, but there are two children Kulet and Erib up there still with expedition leader Tirist, Carpenter Eshtan, Cook Lor, and Grandma Meng.

Grandma Meng!  Snacks found baby Kel hanging on the side of a log wall on the second floor.  It’s open space below and 1z high onto dirt floor below.  So baby Kel also needs construction rescue.

Removing the fortification, and building a ramp will gain access up the east wall.  And, of course construct a couple of floors to reach Baby Kel.
Spoiler: East Wall (click to show/hide)

8 Felsite, 81
A week after Grandma Meng’s rescue from the east wall, Snacks walks in “the Curled Butters” tavern for a drink.

Snacks: Hello Grandma Meng, where’s baby Kel?

Grandma Meng holds a dolomite mug, pauses and looks around.

Snacks surveys the east wall and discovers the construction floor below Baby Kel is suspended.  The construction task is immediately resumed, and the floor is soon finished.

Grandma Meng cancels Drink: Seeking Infant.


Act 2: A Sleek Veil
Work continues in McUrist with minor tasks and details delegated to team members.

The garbage smasher task below fisher wharf has a bottleneck for mason labor, so a few more workers should begin to dabble in masonry to help complete the job.

Wooden cages are also set in the middle of the nest boxes to contain the large quantity of ducklings, chicks, and puppies.

Although it is against the above ground aesthetics, a Mason, Mechanic, and Craftsdwarf workshop is built in the dolomite quarry area.  This is a temporary measure until the work area on the surface is more organized.  So, it will faster to access dolomite stone down in the quarry, and build furnitures, mechanism, and other stone items without too much hauling.

The Fisher Wharf has room for 3 bedrooms.

2 Felsite, 81
Farmer Edzul has been possessed!

6 Felsite, 81
Farmer Edzul has not claimed any workshop yet.
Snacks determined missing workshops, so the following are built: smelter, metalsmith’s forge, bowyer, and leather works to entice Edzul to claim something.  Some team members volunteer to dabble in those labors to help build the workshops.

The Bowyer’s Workshop is built, and Edzul is still staring off at in space.

9 Felsite, 81
Edzul claims a Leather Works, and takes 2 giant slug leather.

I wondered where the slug leather came from, and apparently Guard Atir has been an active hunter with a bismuth bronze crossbow. 

Guard Atir I., Novice Animal Trainer, Hunting labor, (female 22). Wife of Mason Thob.

She has quite a kill list which includes giant hamster, giant chameleon, 3 giant slugs and a family of rabbits.

14 Felsite, 81
Edzul created “The Labyrinth of Twisting”, a sleek giant slug leather head veil with a retail values of ☼3000 in the exotic leather market.
Spoiler: a sleek head veil (click to show/hide)

Act 3: Mishap and Miasma
10 Felsite, 81
The farms, seed stockpiles are planned.  The dirt floor on z132 is being channeled to expose the silt loam to sunlight.

Plans for the workshop layout are almost final.

Digging starts for a garbage chute by the butcher shop.

A dozen apartments plan up on z133 is also finalized.

12 Felsite, 81
With many projects going on, Zon and Mebzuth are sent to their quarantine room.  They are given Stone Detailing labor to busy themselves smoothing their rooms.

16 Felsite, 81
Miasma start forming from the body of Stakud, so the digging the catacombs on the first layer of dolomites begins. 

Note: Dolomite has the highest melting point of all common stones, and it is also a flux stone so it is more valuable. 

Coffin and slab pairing are ordered for the burial for Stakud.

19 Felsite, 81
Starts placing farm plots for both below and above ground, and seed stockpile and seed feeder pile.

The butcher garbage chute has the garbage smasher under construction. 

Channeling the dirt on z132 continues.

21 Felsite, 81
It’s full moon, Zon and Mebzuth are in their quarantine rooms smoothing the walls, maybe.

Willow logs floors are being constructed in place of the channeled dirt; while more of the dirt are being channeled row by row.

22 Felsite, 81
A mishap.  A section of the floor construction collapse down to the farm plots.  It was a willow log and created too much dust that left Melbil, Erush, Kib and Grandma Meng unconscious for a fews second.  Baby Kel was covered by dusts as well, but he looks fine.
Spoiler: collapse (click to show/hide)

23 Felsite, 81
Zon and Mebzuth are back as dwarfs, so their hatch covers are unlocked.

They also destroyed their beds.  No more beds will be placed in the quarantine rooms. 

Remember the next full moon is 19 Hematite.


Act 4: Summer Bandits
Summer arrives and constructing floor and channeling dirt continues without any more mishaps.  More willow trees are marked for cutting for the large demand of willow log flooring.

4 Hematite, 81
A couple of kobold thieves, Sushlurus and Shrogofothlayber have been spotted skulking around.

Guard Rigoth is reinstated back to The Mines of Curiosity, and the squad is ordered to apprehend the thieves.

The squad gave chase.

Kobold thief Shrogofothlayber slipped away, but Cmdr Vucar and Guard Mistem landed some joint locks exhausting kobold thief Sushlurus.  Sushlurus almost got away to the western edge of the map until one joint lock on the upper arms from Cmdr Vucar provides an opportunity for Guard Mistem’s punch in the head to explodes the injured parts into gore.  A silver dagger is rumored to be seen dropped nearby, but it is nowhere to be seen.

Spoiler (click to show/hide)

Act 5: The Late Treaties
8 Hematite, 81
With so much activities, Zon and Mebzuth have been smoothing their quarantine rooms all this time.  With the full moon coming in just 11 days, they might as well stay locked in.

10 Hematite, 81
Shodec Shimdokopka, a human maceman is visiting and she wishes to reside in Agesrelic for the purpose of soldiering. 

Prior to accepting this petition, squad Quarantine 1 has been disbanded.  A new squad is created, “The Late Treaties” and Rigoth is promoted to Captain Rigoth.  Congratulations Captain Rigoth!

Shodec’s petition is soon accepted and is now a member of “The Late Treaties”.

Shodec S., Human Maceman, Novice Butcher, Novice Miller, Novice Thresher (f 45) Wife of Thothil U.  Thothil U. is not in fort.

17 Hematite, 81
A human caravan from Anthath Thimeth has arrived. 

McUrist only have 4 barrels of Prepared Meals.   

The drinks count is miserably low at 46, so the stills are set to make more drinks, now! 

Broker Meng completed the trade by the next day.   

4 Barrels of Prepared Meals, traded for: toys, some animals in metal cages, 1 iron pick, bags, sand bags, red spinach seed bag, bins of leathers, wool, and cloths, backpack and quivers, cut gems, waterskins, 6 iron anvils.

Summer 81, Total sale: 222 prepared meals, 0 drinks.

20 Hematite, 81
The weremouse Jonu Kusuturil has come from the south-southwest.
Spoiler (click to show/hide)

Activate citizens burrow alert for Hospital, and Lever Room.  Pull all bridges up except North Bridge.  Lock some of the doors. 

Station The Mines of Curiosity down at the farms area.

There is little reason to commit to a fight, when the path of Jonu is through the trade depot.    Hopefully the merchant guards can handle this.

Spoiler: Security Cam (click to show/hide)

Station the “The Late Treaties” outside the Hospital.

Act 6: Monitor Lizard in Hamlet Agesrelic
21 Hematite, 81
Zon and Mebzuth are back to being dwarfs, and the hatch covers are unlocked until the 17th of Malachite.

The garbage smashers are still awaiting for masons and mechanics to finish the jobs.

22 Hematite, 81

Seven migrants arrived this summer.
1. Vucar K., Adequate Engraver, Novice Mason, Adequate Bone Carver (m 54)
2. Vutok K., Novice Animal Care (f 17) Older sister of Snacks
3. Olon A., Novice Animal Care (m 31) Husband of Solon
4. Solon O., Accomplished Diag, Talented Surgeon, Novice Bone, Notive Suturer (f 31) Wife of Olon
5. Vucar B., Notice Grower, Novice Miller (f 36) Wife of Iden. (Iden is not in fort)
6. Rith S., Adequate Brewer (f 35)
7. Urist D., Adequate Herbalist, Novice Butcher (f 29)

Welcome to Hamlet Agesrelic, now with a population of 45.

23 Hematite, 81
A pair of monitor lizards are attacking!  One monitor lizard shreds Snacks’ leather cloak and silk robe.  Expedition leader Tirist is also in the fight.  A call for the guards to arrest these monitor lizards has been issued, including Zon and Mebzuth’s Quarantine squads.

Snacks and Tirist have been rescued from the now dead monitor lizards.

Tirist just needed bed rest.

Snacks lost ability to stand. 

Spoiler: monitor lizard (click to show/hide)
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on September 26, 2016, 01:32:10 am
....I didn't know babies could climb.

How does garbage smashing bottleneck masonry?

I take it aboveground construction is going slow.

Hunters are pretty wonderful on tiny multi-biome maps.

Head veil? Hm, maybe it can protect the nose of military men.

Hm, Dolomite is i-safe.

Collapses :(

Those are some weird names on kobolds.

Hm, reminds me of an idea I had: Starting with teacher for biting (as creatures in hold can't dodge and shouldn't be dangerous for sparring like wrestling is), and maybe for punching and kicking as well?

Punches seem to be typical wildlife killers for unarmed dwarves, but on anything big they seem to be ineffective, so maybe just the teacher 5/biter 5.

Another weremouse? Jońu? Hm...Got to remember that name. ....or maybe not.

Security cam is neat as always :) Though consider setfps...Ah right, 43.05, no dfhack.

Oh crud. I expect those merchants will return next year, I guess. So, merchant Oxut, swordsman Idur got bitten of the humans.

Not quite sure what to do with dwarf who has lost ability to stand - maybe pick just 1 to 4 trades to focus on and give them their own space and temples right next to workshops, restricting them to those with burrow. But if there isn't anything, can always try to get them bitten by the werebeasts we have. Though that might risk a loyalty cascade.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on September 26, 2016, 02:11:48 am
I make 1x2 raising bridge out of dolomite instead of log.
It needs mason skill.

Thob and one of the weremouse has mason, and there has been a make dolomite block, door, coffer, cabinet, table and throne on repeat.  I like the white furnitures with wood floors. 

There's no barracks for the guards yet, so whatever skill they have are from live targets.

Yeah, time goes fast when I unpause.  Keeping these weremouse in and out of the quarantine is risky. 

I think I will let them dig and explore after I melt a few iron anvils to make some pick.

I have not tested them transforming in the same room.

I'm hoping a splint and crutch will fix the injury.  We got an ok doctor Solon, but I will keep Dr Ber as chief med
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on September 26, 2016, 04:58:14 am
Better have rock pots then if we have sandy clay, earthenware needs glazing to be watertight.

Seems to be a weremouse epidemic outside the fort though, probably because they don't seem that though so their victims survive and become weremice.

How exactly can one make leather from giant snails/slugs? At least food won't be too much of a problem with hunters.

Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Monitor Lisard on September 26, 2016, 10:13:48 am
By the way, do the were-dwarves require food or drinks? We could lock them up, assign them to a workshop of some sort (bone-cutting operations for example) and then drop materials from above while leaving some food and drinks in the airlocks. It might be a bit dufficult to always keep track on the infected while they're roaming free...

Let me know if my turn is going slow, I was hoping to speed through constructions, but something seems to always come up. 

I am only in Mid-Summer, Malachite, 81.

Well don't worry, take your time. It's been two weeks though, and I can't give you more than 3 weeks unless people really want it, so yeah, you might want to shorten the updates.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on September 26, 2016, 11:03:12 am
I see the thirsty down arrow blink, so I will plan for raising bridge airlocks, drink stockpile, and make them miners to dig and explore for magma sooner.

Anyway, I am reviewing the unit list, and want to narrow down some select labors.

At least 1 Fisherman, and 2 Fish Cleaners that I want to assign for the 3 bedrooms in the fisher wharf. 

I also have 12 2x2 rooms under construction on the 2nd floor.  Probably 2 for office, and 10 bedrooms. 
I am thinking assigning to married couples to the first 10 bedrooms.


Unit List

Wave 1, Granite 80 Spring:
Sazir, Miner (f 72)
Eshtan, Carpenter (f 60) Lover of Tirist
Kadol, Woodcutter (f 74)
Tirist, expedition leader (m 54) Lover of Eshtan
Tortoise, Founder, Talented Cook, Professional Grower, Proficient Herbalist (f 52)
Zon, Weremouse #2, Dabbling Engraver, Proficient Brewer, Expert Grower, Adept Herbalist, Dabbling Thresher (f 88)
Mebzuth K., Weremouse #1, Talented Mechanic, Dabbling Carpenter, Dabbling Engraver, Dabbling Grower, Talented Mason  (m 72) ~198

Wave 2, Hematite 80 Summer:
Ber, Dabbling Doctor, Skilled Fisherdwarf (f 31)
Edzul B., Proficient Fisherdwarf (m 54) Married to Meng
Meng O., Professional Bookkeeper, Competent Appraiser (f 57) Married to Edzul
Athel C, Adequate Brewer, Dabbling Grower (f 18) Granddaughter of Edzul and Meng
Reg D., Dabbling Clothier (m 57) Cousin of Edzul and Meng

Wave 3, Sandstone 80 Autumn:
Erush O., Skilled Fish Cleaner, Dabbling Thresher, Dabbling Grower (f 38)
Snack O., Skilled Herbalist (f 15) Granddaughter of Edzul and Meng. Cousin of Ber

Wave 4, Granite 81, Spring:
Catten I., Axe Catten, Competent woodcutter (m 34) Husband of Lor
Thob O., Mason Thob, Adequate mason (m 19) Husband of Atir
Mistem D., Guard Mistem, Dabbling Leatherworker (f 34)
Melbil B., Guard Melbil, Dabbling Mason, Novice Brewer/Butcher (m 45) Husband of Morul (Morul not in fort)
Atir I., Guard Atir, Novice Animal Trainer (f 22) Wife of Thob
Zuglar L., Guard Zuglar, Adequate Furnace Operator (m 27)
Vucar S., Cmdr Vucar, Great Woodcrafter, Skilled Mech (m 62)
Sarvesh G., Novice Fishery Cleaner, Novice Miller, Novice Brewer (m 19) Husband of Nil M. (Nil M. not in fort)
Monom Z., Novice Fisherdwarf, Dabbling Thresher (m 52) needs craft
Rigoth E., Captain Rigoth, Master Fishery Cleaner (f 64)
Dastot L., Guard Dastot, Adequate Fisherdwarf (m 32) Husband of Thikut. (Thikut not in fort)
Lor N., Adequate Cook (f 38) Wife of Catten
Nil I., Skilled Herbalist (f 49) Wife of ezum T. (ezum T. not in fort)
Ustuth e., Competent Thresher, Dabbling Butcher (f 49)  daughter of Kib
Edzul D., Adequate Thresher, Novice Tanner, Novice Miller (f 29)
Kib E., Professional Mechanic, Novice Brewer (f 64) Wife to Ushat. (Ushat not in fort)
Stakud, Mechanic (dead)
Obok M., Child of Sarvesh G., and Nil M.
Kulet G., Child of Atir I., and Thob O.
Degel D., Child of Atir I., and Thob O.
Fikod E., Child of Atir I., and Thob O.
Erib T., Child of Atir I., and Thob O.
Enbok F., Child of Morul O., and Melbil B.
Kel L., Child, child of Meng O., and Edzul B.

Wave 5, Hematite 81, Summer:
Shodec S., Human Maceman, Novice Butcher, Novice Miller, Novice Thresher (f 45) Wife of Thothil U.  Thothil U. is not in fort.
Vucar K., Adequate Engraver, Novice Mason, Adequate Bone Carver (m 54)
Vutok K., Novice Animal Care (f 17) Older sister of Snacks
Olon A., Novice Animal Care (m 31) Husband of Solon
Solon O., Accomplished Diag, Talented Surgeon, Novice Bone, Notive Suturer (f 31) Wife of Olon
Vucar B., Notice Grower, Novice Miller (f 36) Wife of Iden. (Iden is not in fort)
Rith S., Adequate Brewer (f 35)
Urist D., Adequate Herbalist, Novice Butcher (f 29)
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on September 26, 2016, 11:54:13 am
Werebeasts don't need to eat or drink to live - the transformation heals all wounds, including this one.

Nonetheless, it costs one little to give them some.

For material transport, don't dump from above - use minecarts on same z-level instead. Beasts won't destroy track stops, as they're considered a trap building iirc.

I see you're paying attention to ages, Sanctume. Thinking of getting more couples?
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on September 26, 2016, 12:22:54 pm
Yeah, more couples = less bedrooms. 
That, and make use of tavern socialization happy hour. 

I'm thinking winter: farms are fallow, no planting; fishing zone not active; gather zone not active.

And when I get to it, start using manager work order to only make few things instead of repeat.

Between Grandma Meng to Grand daughter Snacks; there are plenty of aunts and cousins.
I was going to attempt a family tree of sorts but probably no time.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on September 28, 2016, 11:16:30 pm
Chapter 5: The Mice Come Play

Mid-Summer 81

The McUrist sign and logo arrived from the McUrist Franchise Company (McUrist) and there ir rumor that the higher ups and The Board will visit Agesrelic. 

There is a mad scramble to tidy up the place quick!

The new workshop center is completely covered with constructed willow log floors.  The open plan follows the “great room” fad of the 80’s.

There is a Leather Works, Tanner, Butcher, Farmer’s Workshop, Loom, Clothier, Quern, and Screw Press. 

Quality minecarts are used to store Wood & Metal Barrels, Rock & Glass Pots, Cloths, Bones & Shells, and Leather. 

It also features a garbage chute, two kitchens, two still, and a large overflow stockpile for Prepared Food and Drinks. 

A central hatch leads below the indoor greenhouse for above ground plants, as well as the traditional below ground farms.  The poultry, dairy, meat, and vegan ingredients are sorted and stored down here.

The Lever Room also serves as ammunition storage.

The Meeting Area is also the primary storage for Prepared Meals and Drinks.

The Refuse Haulers are ushered to hurry up in cleaning the mess.  But the blood stain will require reconstruction of the walls, floors, and possibly bridges.



A letter in kenaf sheet

15th Malachite, 81

To whom it may concern:

Overseer Snacks is put on light duty due to serious injury from the previous monitor lizard attack.  However, as of this date, she is forced to no longer perform any plant gathering due to a recent incident. 

Snacks proceeds to climb up a papaya tree but was unable to descend despite having additional stepladders or constructed rescue stairs.  Weeks went by and Snacks show signs of hunger and dehydration. 

It is unclear of the exact event, but the gist of the story is that Snacks has an argument with Woodcutter Kadol who ended up swinging an axe towards the papaya tree with Snacks still up its branches.

Axe Kadol chops down the papaya tree causing Snacks to fall and papaya logs causing much damage: crushed right cheeks, tearing right lung, left hand exploding to gore.


Spoiler: incident report (click to show/hide)

Guard Mistem picks up Snacks and has taken her to the Hospital to my care.

I wish to document my actions and recommend Overseer Snacks take upon the desk duty of Manager of McUrist, Agesrelic.

Sincerely,

Doctor Ber, Chief Medical Dwarf, Agesrelic



17 Malachite, 81
A day before the full moon, the human merchants finally left.  However, Merchant Oxut transformed into a weremouse near the west bridge by the brook.

Oxut bites a Thresher Ustuth in the left hand; tearing muscle.

A human spearman embeds a copper spear on Oxut and kills him.

The rest of the human caravan continue their travels out west leaving behind the remains of Oxut.

19 Malachite, 81

Two iron anvils are melted to make two new iron picks.

There are also large pieces of metal armor lay scattered from a dead human.  These are melted for needed iron, copper and bronze bars.  The metal cages are also melted.

Zon and Mebzuth transformed back to dwarfs and they are released to pick up their equipment.  They will be digging down from their respective rooms in search for something the earth hides.

Late Summer, 81

Construction continues upwards in McUrist to support the growing number of personnels.

Three shared bedrooms with private storage are completed above the Fisher Wharf.

Apartment 1 and Office houses 5 bedrooms and 3 office spaces.

Apartment 2 has 8 bedrooms under construction.

Spoiler: Apartments (click to show/hide)

10 Galena, 81

The next full moon is on the 15th Galena so the Squads are adjusted:
Quarantine 1: Mebzuth, Weremouse #1
Quarantine 2: Zon, Weremouse #2
Quarantine 3: Ustuth, Patient #3

Ustuth is locked in quarantine room 3.  She will need a pick after next full moon to dig down also, but in the meantime, she can smooth the floors and walls of her room.

Mebzuth and Zon eventually found galena ores near z100.

Summer ends, and autumn has come.

McUrists has a population of 45, including the 3 infected Weremice.

Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on September 29, 2016, 01:53:44 am
Hm, what's with the black surrounded by brown spaces in the summer tour? Minecarts?

Hm, Farmer's workshop next to bones and shells? Where's craftsdwarf's?

Why are clothier and leather doored? Moods?

What's with the wooden and gold anvils in meetng area, food and drinks?

Quite a lot of room for milk, though.

Trees. An annoying thing with them is their branches overriding constructions, so what should be rescuing isn't.

Oxut. Not surprirising, but sad. At least the trading could conclude.

Feels weird to call them apartments when indoors, but hey - so are the hallways of ours.

z100? What's the embark level? Fat embark?
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on September 29, 2016, 02:58:42 am
Yeah, minecarts. 

I knew I was missing something.  I'm gonna need a Craftsdwarf shop there.  Maybe remove one of the kitchen.

Yep, doors on clothier and leather is probably not needed, just out of habit.

I dunno what those anvil looking things.

I was thinking artisan cheesemakers.

Snacks is missing some spine tendons or maybe a lung I think, gets winded easily.

Maybe condos instead?  Could be a highrise apartments if we keep building up.

Surface is z132-134 I think. 

Werebeast are high maintenance, or days go by fast.  If they are released, it would be easy for 1 of the 3 to get a drink/food before fullmoon, and ignore station orders. 

Also, sometimes station orders on a 3x3 makes them path to the other room.

I have not tested if they will attack each other if they are all in the same room.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on September 29, 2016, 05:51:40 am
Mm. Perhaps build upwards instead for workshops, and replace bone dump pile floor with ramp or stairs. Though if there's haulers, can also move bones elsewhere - more important that they're near the workshop than that them being moved a short distance.

I think werebeasts are probably too high maintenance to let out, but up to you. Instead of station, could use defend burrows or important lever pulling task. Also, this way might risk less loyalty cascade (if military sees werebeast, they attack it, while a civilian doesn't).

Have you tested if they can keep armor on? Maybe if it's emu man armor (smallest dwarves can wear, I think) or hyena man (largest).
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on September 29, 2016, 08:46:28 am
Above that central workshop is the Apartment 1. 

There is room on the east portion above the current pasture where the temporary shops are added.  So that's a project for another then. 

I should make some shell armor and use up these mussel shells; and then roleplay it as McUrist uniform.

Each of the 3 weremice are in their own squads with "no uniform" 
I can look into putting equipping them with shell armor in between moon phase.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Monitor Lisard on September 29, 2016, 10:38:17 am
I still suggest we separate the micedwarves from the rest of the population so we can use them as unpaid chefs artisans. I wonder though, how they're getting through their yearly medical checkup.

"Scabies? Oh, no, of course not. How do you think I got my certificate? It's mere lycanthropy.

It's not contagious, I think... Is it?"


Also, here's a journal!

From the personal log of Tortoise the Chef:

"Argh, I can't believe I let Snacks swindle me so easily! It's the last time I fall for her stupid tricks. First they imagine they can run the place without running into trouble, and now this... Locking me up in a prison cell on the ground of some were-disease... I was perfectly fine! I say, PERFECTLY FINE, You hear me?!

You think you can get away with playing your little game under my nose? Well you are wrong. Next time I'm serving you a very special burger... With EXTRA onion".

Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on September 29, 2016, 10:52:18 am
There's a rumor going on that Overseer Snacks is seeking to contract the lycanthropy to gain back her lost energy and missing lung.

She is but 15 years old, perhaps she should get married first, have kids, then regrow a lung later.

Kids Young adults these days, eh.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on September 29, 2016, 11:13:21 am
Who would've thought a weremouse could be so dangerous. Or that giant bugs like lurking on top of walls and lure babies up onto high ledges.
Hope Snacks gets better.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on September 29, 2016, 11:21:03 am
Hahaha, that's wery chuuni approch :P Age-appropriate

And yeah, can't have kids if you become a mice.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on September 29, 2016, 11:36:07 am
Wow, a term does exists.

Chuunibyou (中二病) is a derrogative colloquial term in the Japanese language used to describe a person which manifests delusional behavior, particularly thinking that one has special powers that no other person has.

McUrist in autumn may just step closer to the dark side.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on September 29, 2016, 12:27:57 pm
It's also called "the 8th grade disease" :v
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Monitor Lisard on September 29, 2016, 12:56:09 pm
Ookie-dokie, waiting for our kitchen to be fully-staffed with giant hairy micedwarves.

EDIT: here's what might happen to Snacks. Expectations vs reality.

Spoiler (click to show/hide)
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on October 02, 2016, 06:20:10 pm
Chapter 6: The Village Agesrelic

kenaf sheets in blue ink, from the journals of Snacks Mountainreleased

Autumn 81 has come and I am having trouble breathing and I’ve lost the ability to stand.  I have threads sewn on my upper body, head, left upper arm, left lower leg, lower body and left ribs.

I heard rumors that the weremouse infection suffered by Zon, Mebzuth, and Ustuth is called lycanthropy; and it can completely heal all wounds.  What kind of dwarf will volunteer to that infection?  That is definitely not me.

I am easily winded when going up to my room, but I do not let that hinder me.  “Do your duty,” I always say.

On the 9th of Limestone, the outpost liaison Endok Uthmikolin from Vushavuz arrived with the caravan.  No news, “the world is the same as ever,” so any rumor that the higher ups and The Board will visit Agesrelic is false.

Grandma Meng traded 220 meals for any animal that come with nickel or copper cages.

On the 17th, Ustuth, Weremouse #3 has discovered a second expansive cavern deep underground.

I do not know how time seems to fly, but it is already the 1st of Sandstone.  Constructions on 12 more bedrooms, and 2 workshops, and their roofs is on-going.

The bones and bolts was planned incorrectly, so those will be moved to one of the new workshops.  Shell gauntlets and helms are ordered, as well as bone greaves and bone bolts.

I started on a special project, but Armok only knows if it will work.

It is the 21st of Sandstone, 81 and nine more migrants arrive.  Welcome to Agesrelic!  We are now Village Agesrelic with a population of 54.

Wave 6, Sandstone 81, Autumn: Pop:45+9 = 54
1. Fath U., Talented Carpenter (m ~87)
2. Sibrek K., High Master Animal Trainer (m 54)
3. Kol N., Adequate Ambusher (m 78)
4. Kib E., Adequate Furnace Op (f 34)
5. Dastot N., Adequate Fish Cleaner (f 72)
6. Id Z., Accomplished Beekeeper (m 55)
7. Shem O., Great Mechanic (f 66) Wife of Lokum. Lokum not in fort.
8. Dishman R., Novice Siege (m 58)
9. Likot A., Peasant (f 21)

I find it unusual for Fath Uristottan to have the appearance of somebody that is 87 years old and is one of the first of this kind.  No accurate age? No birthdate?  It sound similar to Zon, Mebzuth, and Ustuth. 

I have a suspicion that Fath has lycanthropy so he is sent to quarantine room 4.

Before the end of the month, on the 26th of Sandstone, Captain Rigoth has been elected mayor.  I was so busy, I was not aware there was a voting.

To my relief, the full moon of 8th Timber transformed the first 3 patients, and not Fath.  Fath is released and put into The Mines of Curiosity squad.

On the 18th, Reg D., a clothier has been possessed and claims a Clothier Shop.  Reg is asking for cloth...thread and it could be silk because there is no silk in stock.

The first cavern is explored and cave spider silk is found along with troglodyte.  These troglodyte wants to rush in Agesrelic but our guards and The Late Treaties dispatched them bloodily outside the cavern bridge. 

Finally, on the 10th of Moonstone, Reg D. begins a mysterious constructions using a cave spider silk cloth and a single cut clear tourmalines.  Reg D. has created “Risenednad Agesdumed,” a cave silk spider braies (some sort of kilt) with a street value of 15,320 ☼.

As if on cue, monitor lizards interrupt plant gatherers outside.  The guards are sent on the surface to handle the troubles while Captain Rigoth and Shodec guard the first cavern from troglodytes.

Rosmic Abotacnu, Human Bard petitions to reside and entertain in Agesrelic.  Denied.

Guard Mistem has been found dead, drowned; she was last reported to be fighting a monitor lizard.  A coffin and a slab are ordered.  Miner dig around the murky pool to help lower the water level in order to retrieve her body for burial.

13th of Moonstone, 81
I am sixteen years old today, and spending my time filling a pond on the second floor of the building destroyer (BD) trap.  The BD trap is a bunker with expanded fortification and shutters, just in case viewing of it is needed in the future. 

There is a west entry used for releasing.  The east entry will have the raising bridge linked to the trigger.  The trigger is a pressure plate below that will react with water.  The bait is a floodgate that blocks water above from spilling.  When a BD destroys the bait, water will spill down triggering the plate and raising the east bridge shut.  That’s the plan anyway.

Another human bard, Hok Inutcikul, petitions to reside and and entertain in Agesrelic on the 27th.  Denied.

A new come on 4 Opal, and a testing of the civilian alert for “McUrist Indoor” burrow commences.  The 4 bridges on the surface are raised up, and the bridge towards the first cavern is still being linked.

A garbage chute is being dug down near the first cavern because the trogdolyte corpses are spreading miasma.  It will be better to disposed of the corpses down below rather than the haulers bringing them up the surface.

I am also hoping these dwarf clean up the surface.  This clean up business seems hopeless.

1 Obsidian, 81

Finally, 1 more month and I can take a long bath and some rest and relaxation.  The web collection is off because there is little need for silk cloths, and the first cavern is shut closed.

There may be time to build a beehive tower for McUrists’ Beekeeper.

25 Obsidian, 81

We have plenty of customers, and this time there does not seem to be any unwanted were-guest.

I denied all petitions for entertainment, and approved three new recruits for The Late Treaties:
Agen Retade, lady consort;
Strildo Lashedbutter, human crossbowman;
And Uzo Tuftdeath, another lady consort.

Spring arrives and Snacks remains snoozing in bed, dreaming of olive oil soap bath, with strawberry wine in hand.

Save: McUrist '82 (http://dffd.bay12games.com/file.php?id=12476)
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on October 02, 2016, 07:08:45 pm
Can't believe it is only autumn! Yet, then two seasons in one post is surprising!.

That's a lot of meals.

54 pop for second year, huh. Feels kind of low...

Nice animal trainer to...go with all those tame animals you just bought :p?

Shem will get lonely.

What criterion are you using for accepting/denying petitioners? Just mercs?

Hm...don't buildingdestroyers topple tables, instead of destroying them like they do hatches, doors and floodgates? Though are they meant to enter from the left?

Still, lets' hope it catches someone :)

Dwarves don't clean aboveground. I suppose Snacks, being 16, may not know. Might have to resort to building and deconstructing.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on October 02, 2016, 08:13:25 pm
Nothing happened much, at least I expected more werebeast visits or maybe a siege. 
I did get a lot of waves of trogdolytes, so plenty of wrestling skill ups there. 

Captain Rigoth, now mayor is using the silver dagger dropped by the first kobold.  And so I suppose I let the humans bring carry their weapons when they join.  No barracks yet, so maybe that's a future project. 

Re: Pop
Wave 1, Granite 80 Spring: Pop:7
Wave 2, Hematite 80 Summer: Pop:12
Wave 3, Sandstone 80 Autumn: Pop:14
Wave 4, Granite 81, Spring: Pop:14+24 = 38
Wave 5, Hematite 81, Summer:  Pop:38+8 = 46-1 = 45
Wave 6, Sandstone 81, Autumn: Pop:45+9 = 54

Oh, Mistem died, so pop is 53.

I think there was a good animal trainer, but I only wanted to melt copper and nickel. I have 4 nickel minecarts done.  Used copper for crossbows, and 4 bronze to make bolts.  I did make bone bolts.  But no archery setup to practice.

There is plenty of others with spouse not in fort:
- Melbil B., Guard Melbil, Dabbling Mason, Novice Brewer/Butcher (m 45) Husband of Morul (Morul not in fort)
- Sarvesh G., Novice Fishery Cleaner, Novice Miller, Novice Brewer (m 19) Husband of Nil M. (Nil M. not in fort)
- Dastot L., Guard Dastot, Adequate Fisherdwarf (m 32) Husband of Thikut. (Thikut not in fort) Room fish.
- Nil I., Skilled Herbalist (f 49) Wife of ezum T. (ezum T. not in fort)
- Kib E., Professional Mechanic, Novice Brewer (f 64) Wife to Ushat. (Ushat not in fort)
- Vucar B., Notice Grower, Novice Miller (f 36) Wife of Iden. (Iden is not in fort)
- Shodec S., Human Maceman, Novice Butcher, Novice Miller, Novice Thresher (f 45) Wife of Thothil U.  Thothil U. is not in fort.
- and Shem O., Great Mechanic (f 66) Wife of Lokum. Lokum not in fort.

Yeah, only mercs for now.  I'll leave the heardache to others to deal with non-mercs.

From what I understand, BD will destroy furnitures which includes door, floodgate, and table.  The door is extra, set forbid.
East is where BD enters, destroys floodgate, then table.  When floodgate breaks, water drops down to pressure plate that triggers east bridge which should raise it. 

The west is a release bridge.  The east bridge is also linked to a lever so both will do.  I would normally set a lot of these as entry paths to all caverns.  And eventually, get a GCS and make webbed traps.

I did not have time to deconstruct to clean.  It's taking too long for the dwarfs to dump the sentient remains.





Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on October 02, 2016, 08:56:19 pm
Hm, armored Troglodyte wrestling is safe, I take then.

That's lowish first year pop. 2 people in a migrant wave and 7 total, :/ Looks like second year was more like usual.

I know some only accept non-mercs, since only those can become citizens. Others, like PatrickLundall, have even stricter limits.

Wiki mentions that BDs topple (which is a lot faster) most furniture, only calling out in specific those 3 *shrug*

Well, rain will wash outdoors areas off, thankfully.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Monitor Lisard on October 03, 2016, 02:32:58 pm
Okay, if I read it correctly, Gwolfski is the next one to run the place. Sending them a PM.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on October 03, 2016, 04:09:24 pm
Tell Gwolfski, Snacks planted strawberries.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 03, 2016, 04:12:22 pm
Hopefully things go according to plan. Only just noticed this world is actually fairly young, young enough to get first ones arriving. Old enough to werecreatures though which almost certainly means vampires may exist and it will be tricky to identify them because there can be dwarves older than time itself, at least until they are seen feeding that is.

Hmm. Strawberries are nice...
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Monitor Lisard on October 04, 2016, 01:35:51 am
Okay, Gwolfski has asked me to move him down by 1 position. So, what about you, Khan Boyzitbig?
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Mr Frog on October 04, 2016, 02:01:58 am
How on earth did this fly under my radar for so long? What have I missed?

Also, bit silly, but I note that the rules do not forbid elaborate mechanical traps to protect our restaurant in lieu of an armed militia. Does this mean we can theoretically have a giant MAGMA FUNZONE to send any misbehaving patrons and/or unruly children to for some DWARVEN TIME-OUT?
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Monitor Lisard on October 04, 2016, 04:23:02 am
How on earth did this fly under my radar for so long? What have I missed?

Nothing much, just a couple of weremice-related incidents minor inconvenience.

Also, bit silly, but I note that the rules do not forbid elaborate mechanical traps to protect our restaurant in lieu of an armed militia. Does this mean we can theoretically have a giant MAGMA FUNZONE to send any misbehaving patrons and/or unruly children to for some DWARVEN TIME-OUT?

Quite so. Just make sure it's not blocking the pathway for carts and customers.

Also, I've updated the op.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 04, 2016, 06:19:13 am
So its my turn? Sure, i'll start later I guess. (as in a few hours from now at most)
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on October 04, 2016, 08:36:17 am
We have plenty of kids, so yeah, we need a play area.  A game called "the floor is lava" sound like !!fun!! times.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 04, 2016, 09:17:57 am
Okay so I had a little run so far, Full report is later but in the mean time, we have two giant chameleons in cages, one male and one female.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 04, 2016, 01:50:49 pm
Journal of 'Boyzitbig' Iriddoren (Rythmdiamonds)

I may not have been here long but I am assuming control of this establishment, it is clear that a 16 year old girl wasn't the best choice and now with her serious injuries it would be best for her to rest and let someone else rule this place, though out of respect for how well she did I have let her keep the title of overseer, well she is the manager afterall.
As such I have taken the title of 'Local Khan' and set about building a small outpost and watchtower to the southeast for hunting support.

Spoiler (click to show/hide)

The wildlife is large here isn't it? Giant cardinals have been causing trouble and interrupting people all throughout spring.
Spoiler (click to show/hide)
If only we had more crossbows, ah well they aren't dangerous for now so we have the time to prepare.

The elves have arrived and began trading, they had little of interest so we swapped some cooked food for two jaguars, a giant Lorikeet and some unprocessed food.
Spoiler (click to show/hide)

We are taming some giant chameleons to see if we can use them as cannon fodder or something, provided their trainer actually bothers, I mean I gave him no other jobs at one point and he doesn't seem to want to work. I wonder what Giant Chameleon Egg Roast tastes like...
About 26 migrants arrived, mostly left them to their own devices. Some saw a weremouse die, said weremouse was among the human traders last year... Wonder if they simply got delayed from another migrant wave because of this incident.

9th Slate. By Armok, Why did it have to be a Worm? The forgotten Beast Utes has come!
Spoiler (click to show/hide)
Its down on the lower cavern area, I don't think it can get to us, has to get past a weremouse anyway.

A monitor lizard attacks but gets interrupted by a war jaguar. 30 pages of combat reports later it dies. I have heard what one of these things did to poor little Snacks, So I sent the militia at it, they knocked it out quick but the thing was rather tough to actually kill.

Tirist Weightflags has been acting strangely, he has locked himself into a craftsdwarfs workshop and proceeds to make a Dolomite Amulet called Groovelovers the Dim Apex in commemoration of Queen Kol Taperbolted's ascension to the throne in the first year of dwarfkind.
Spoiler (click to show/hide)
Its worth 6k, the elves brought instrument strings worth 9k (Still don't know what they made them from, Clear Blue cloth could be anything...)

Fairly uneventful Spring besides the giant worm and a random human is clinging to the walls by the north entrance is is one floor up, also there are disturbing reports of werepig blood down near the southern border. Also the local merc squad is now a little larger, but unlikely to be expanded for a while.
(http://i.imgur.com/HgcLa3n.jpg)

Edit: Updated, Spoiler'd large images due to size.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on October 04, 2016, 03:06:16 pm
A khan of hunting? Unexpected.

Elves are =), they sometimes bring divine material instruments - like the strings you just got, though I don't think you can assemble that.

Don't mice eat worms?

Hum, wonder if that's just normal leftover werepig or an invisible one who got injured.

Anyway, should clean out the human trader werepig lest it makes wagons explode on sight (they're very fragile, emotionally).
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 04, 2016, 03:29:49 pm
Its possible the werepig was hiding and got ambushed by something, there is a dead human nearby but I don't think its connected. Had three full moons and only reports of weremice in quarantine and no other werecreatures.
Didn't buy the strings because I didn't think it was a worthwhile investment unlike war jaguars, divine material or not, now if it had been just divine cloth or thread I would have bought all of it.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on October 04, 2016, 03:32:16 pm
We're lucky we do not have Giant Keas.  The Giant Cardinals aren't such a nuissance, otherwise, we would have crossbows squads sooner. 

Come to think of it, one of the weremouse stairs may be exposed to the caverns as I do not think I replaced the u/d stairs with up stairs.

I did not think chameleons laying eggs.  That's a good catch.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 04, 2016, 03:39:18 pm
We're lucky we do not have Giant Keas.  The Giant Cardinals aren't such a nuissance, otherwise, we would have crossbows squads sooner. 

Come to think of it, one of the weremouse stairs may be exposed to the caverns as I do not think I replaced the u/d stairs with up stairs.

I did not think chameleons laying eggs.  That's a good catch.
It is connected, but a tree is below it and I don't think this thing can climb. Could easily wall off quarantine #2 though in case something with climbing skill comes.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on October 04, 2016, 03:43:14 pm
Those 3 quarantines can basically be 3 separate hermit forts.  They are just more micro intensive to level up.  At least maybe legendary miners and engravers.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on October 04, 2016, 06:57:09 pm
I don't see why something that is both a mouse and a dwarf shouldn't be able to climb. They can hold weapons and climbing is on by default.

I also know of reports of jumping up through a 1z hole.

Still, probably will take the better part of a decade before they would leave, if they can at all. There's no path, after all.

Anyway, mining and smoothing? They can do the setups for minecart systems. Pressure plates won't be targeted either, though linking could be a pain.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Arena on October 06, 2016, 03:28:41 pm
I'd like to request to be dorfed whenever possible.

Since the animal life is no doubt only going to get more interesting, I'd like to apply for the position of Animal trainer / Animal Caregiver / Milkdwarf ( hide your wives).
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Mr Frog on October 06, 2016, 03:58:07 pm
I'd like to request to be dorfed whenever possible.

Since the animal life is no doubt only going to get more interesting, I'd like to apply for the position of Animal trainer / Animal Caregiver / Milkdwarf ( hide your wives).

Right, this is something that can be done

Requesting dorfing as Mistere Frogge. Profession: cook, custom title: Occulte Frycoocke
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 08, 2016, 06:14:17 am
Just to keep you updated I will be posting summer today. I have been distracted by real life in many ways (family visiting, fell bureaucracy, squirrels...). Sorry for the delay.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on October 08, 2016, 10:31:35 am
No problem.  On the bright side, it's not a were-squirrel.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 08, 2016, 11:19:39 am
Oh... This isn't good. We have a problem and I don't know if we will truly survive.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 08, 2016, 11:40:30 am
Yep, real bad. Necro siege, they came over the god damn walls! Managed to secure 46 people in the catacombs (+3 weremice in quarantine) but most of the topside is overrun.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 08, 2016, 12:03:29 pm
I'm going to need to think about this. I did tunnel into the hospital for its water supply, we have no food or booze, the farms are not safe. We may have to wait them out in the caverns... waiting out the undead...
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Mr Frog on October 08, 2016, 01:33:04 pm
Gather food in the caverns. Fries for the fry god! Burgers for the burger throne!!
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on October 08, 2016, 10:47:38 pm
Make series of 3x10 tunnels with raising bridges = panpake alley.

Or make plenty of cage traps corridors with lockable doors.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on October 08, 2016, 11:20:03 pm
...So I told ma best man Unib I was leavin' the place and starting me own business off in the wilds. That look on his face... Man, I dunno why are the people around so scared of going outside. Like really, why be afraid? It's all pretty trees and cute animals and shit, and that's all. What towers was he talking about? Towers are good. It mean, some rich dudes are around... More rich dudes, more customers, yeah!

It is extremely rude to pancake customers, Sanctume. Those are our honoured guests.

( :P )
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on October 09, 2016, 01:24:13 am
Nah, those are the local hobo thugs gang
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Mr Frog on October 09, 2016, 03:25:34 am
...So I told ma best man Unib I was leavin' the place and starting me own business off in the wilds. That look on his face... Man, I dunno why are the people around so scared of going outside. Like really, why be afraid? It's all pretty trees and cute animals and shit, and that's all. What towers was he talking about? Towers are good. It mean, some rich dudes are around... More rich dudes, more customers, yeah!

It is extremely rude to pancake customers, Sanctume. Those are our honoured guests.

( :P )

Then our customers will be honored to be served them.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Monitor Lisard on October 12, 2016, 10:26:41 am
So, uh, how are things going?
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 12, 2016, 02:02:33 pm
Had a little trouble trying to figure out what to do about the whole undead swarming the fort situation. I will have a partial or full update in a few hours depending on whether they figure out how to open locked doors or I get too tired to continue (for today). I had forgotten in my panic that we should be able to rescue the chickens for food and can just digout a large area just below the farm to grow fungus for drinks... Still cavern food is gonna be a plan component.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 12, 2016, 03:11:38 pm
And so far I have quit twice (without saving) tonight. Once from a mistake (note to all overseers, the undead don't seem to be able to open locked doors but they can open locked hatches) and another from the game telling me there was a completed wall... but there wasn't. Third time lucky? Hope so.

Edit: Nope, this time they refused to build the walls entirely even when idle. Oh and they wouldn't demolish a chest that was in the way either.

Edit 2:okay so the weremice escaped containment without going through the hatches. It just doesn't want me to do anything does it?

I'm not going to keep trying tonight, it should be working, containment hasn't been breached before, and they keep ignoring work orders that they have jobs for.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on October 12, 2016, 11:01:15 pm
Sound like you have a military alert burrow active.

That hatch-bypass...Is really unexpected and something I'll want to test myself. Can you provide the save where it is about to occur?
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 13, 2016, 07:56:58 am
Sound like you have a military alert burrow active.

That hatch-bypass...Is really unexpected and something I'll want to test myself. Can you provide the save where it is about to occur?

An alert burrow is indeed active (to prevent the dwarves escaping from safety until the walls are complete to prevent the undead coming back in through any holes).
As for the hatch bypass, not reliably able to provide such a save, the undead seem to obey the forbidden passage unless one of them is already on the other side (could be similar to BDs destroying hatches if a path bypassing it exists) and I have no idea if the weremice ignored it completely, they may have somehow been amongst the other dwarves due to using an alert burrow to get everyone to safety.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 13, 2016, 01:52:18 pm
Okay, I know how the weremice escaped. You know the dump hatches? yeah, they climbed out through the damn things.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 13, 2016, 04:04:55 pm
Emergency Journal of Boyzitbig

*This journal seems to be made of anything and everything*
(http://i.imgur.com/oSNWK0N.jpg)
(http://i.imgur.com/Id5sBEn.jpg)

Undead have taken the surface. We have therefore retreated below into the masonry and mechanics workshops as per directive 404 (titled Safety Not Found) and set up in the quarry zone mostly. Some open areas were dug out to encourage fungi.

Nearly 50% losses including all mercs, Memorials are being engraved for the fallen but will take some time. We number 48 Dwarves 1 Human and thankfully have pickaxes and axes.

Notable survivors include
Food status Critical, Drink status Urgent, Medical status Normal, Housing status None Existent

We found another Forgotten Beast called Lur Avuzos, Its in the upper caverns, good thing we didn't lower the drawbridge...
(http://i.imgur.com/I3eO5AG.jpg)

A troglodyte gave birth in a cage trap...
(http://i.imgur.com/Pp2dRma.jpg)

Weremice don't fight it seems, had to put two of them into one "cell" due to them escaping.

Almost everyone began dancing in our temporary dining hall/tavern after we averted (for now) the food crisis, we are still very short on food but we may yet survive this.
The dining hall:
(http://i.imgur.com/CjB0mEO.jpg)

Disturbingly the children are playing the the catacombs. I wonder what will become of this.
Obok Menganam (child) was taken by a fey mood and is demanding logs...

OOC: Cutting summer short by a few days (It will take some planning to get logs right now) but otherwise summer has been uneventful, the scourge has the surface (and have been slaughtering bards mercs and nobles visiting the tavern) but we are still alive.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on October 13, 2016, 04:06:07 pm
Okay, I know how the weremice escaped. You know the dump hatches? yeah, they climbed out through the damn things.

Wow, really?  It's setup like this where the hatch/hole should act like an overhang:
Code: [Select]
z+0 __h__ floor and hole with hatch
z-1 #   # open space and wall
z-2 _____

Our weremice jumped out of that?
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 13, 2016, 04:08:24 pm
Looks like they did. Not sure how but that seems to be the case.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on October 13, 2016, 04:12:34 pm
The quarry is near the eastern edge of the map, you can probably setup to dig up and sneak chopping some logs before the zombies get ya.

You can use doors and micro-manage locking them in between runs since zombies cannot open locked doors.

Can also dig a passage that uses hatch as entry from quarry to surface on the eastern edge.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 13, 2016, 04:15:40 pm
The quarry is near the eastern edge of the map, you can probably setup to dig up and sneak chopping some logs before the zombies get ya.

You can use doors and micro-manage locking them in between runs since zombies cannot open locked doors.

Can also dig a passage that uses hatch as entry from quarry to surface on the eastern edge.

There is also the aquifer to consider and the undead brought crossbows and know how to use them. The caverns might be safer for a little bit of wood, Just need to rush up some walls and a bridge to keep the place safe for a long time.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on October 13, 2016, 04:20:53 pm
Breaching aquifer from below is easier though, and instant mist generator, and also made simple using portable drains.  But you need log or metal for a minecart.

p.s. log walls are easier to climb.  Snacks should have focused on overhang instead of apartment complex.  Sounds like Year 3 is setup for !fun!
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 13, 2016, 04:25:12 pm
Breaching aquifer from below is easier though, and instant mist generator, and also made simple using portable drains.  But you need log or metal for a minecart.

p.s. log walls are easier to climb.  Snacks should have focused on overhang instead of apartment complex.  Sounds like Year 3 is setup for !fun!

And guess were all five forges are... I had begun to overhang the hunters' camp walls when the dead wandered in, the tavern mercs did end a few unliving though.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Arena on October 13, 2016, 04:34:40 pm
So are there any animals left for me to Milk or should I just preoccupy myself with the lady dwarves?
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Sanctume on October 13, 2016, 04:47:44 pm
We have lady weremouse if that counts
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 16, 2016, 10:44:47 am
Just to let everyone know, All of the original seven dwarves are still in the fort. Okay, two are weremice but still. Quite an achievement given the undead attack.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 16, 2016, 11:32:13 am
I also figured out a fairly safe method of getting wood. One of the old food stockpiles is easy to seal off and has a wooden floor, easy logs.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 16, 2016, 02:34:10 pm
Emergency Journal of Boyzitbig

A youngster of only three years has constructed a wooden crown following a strange mood, not the most impressive artifact being made of wood with no other impressive features but Unionesteems is his pride and joy.
(http://i.imgur.com/GVlJd4y.jpg)
(http://i.imgur.com/slNTxCt.jpg)

Two dwarves approached me and mayor Zuglar stating they wish to be known by different names,
Mistere Frogge claims to be an Occulte Frycooke
Spoiler (click to show/hide)

Arena simply wishes to milk care and train animals
Spoiler (click to show/hide)

Our Giant lorikeet got into the duck pen and stole a nestbox for itself, no males of that species currently exist so I guess its free food (the eggs that is).

We recovered a large supply of food and logs, Most of Agesrelics food supply in fact, whoever had the wise idea to put it all into this little room is to be thanked.
(http://i.imgur.com/Rc91Zr4.jpg)

We managed to get a glimpse of the other parts up above too. Quite the mess I must say!
Spoiler (click to show/hide)

I ordered the construction of a small temple and dorm/office area so that we have some comfort and a proper area to praise the gods.
(http://i.imgur.com/lD3CBdg.jpg)

One of the brewers was taken by a mood that needed gems, thankfully we have a jeweller who survived and they are working on a strange construction that should finish in winter.
(http://i.imgur.com/BHN6NIx.jpg)

The dead dwindle daily, only four remain mobile and not caged, this siege may not last through winter.
(http://i.imgur.com/z3Q8N2u.jpg)

Some chicks hatched and were caged (almost) immediately.

Winter is upon us, Will we last? We have a lot of cleaning up to do on the surface if we do.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Monitor Lisard on October 17, 2016, 02:48:52 am
A youngster of only three years has constructed a wooden crown following a strange mood, not the most impressive artifact being made of wood with no other impressive features but Unionesteems is his pride and joy.
(http://i.imgur.com/GVlJd4y.jpg)
(http://i.imgur.com/slNTxCt.jpg)

Huh... Unionesteemed... Do we see the formation of organised labour here? Be on watch for thread unions!
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on October 17, 2016, 10:45:48 am
Neat crown.

So many dead....But where are the undead? I witness no Ńs and only few alive creatures, scantly an army.

Ooh, there's the un-dead.

And you got in migrants despite that? Lucky.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 17, 2016, 11:48:27 am
Neat crown.

So many dead....But where are the undead? I witness no Ńs and only few alive creatures, scantly an army.

Ooh, there's the un-dead.

And you got in migrants despite that? Lucky.

Migrants? none came, sieges disable them and caravans. Just tavern visitors showing up, the odd elite crossbowman or pikeman. Also there were no Living beyond dwarven kind in any of the screenshots beyond one human down below, you know how nightcreatures display their alt tile every few seconds(iirc)? yeah I caught them on the species tile instead, we have had no visiting elven warriors and the only (living) elves I have seen were caravans. There was about 30 undead at the start of autumn, and far more when they first arrived. They have been whittled down over time.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on October 17, 2016, 12:27:22 pm
Whittled down by cage-traps, wildlife or visitors, mostly?
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 17, 2016, 01:25:58 pm
Whittled down by cage-traps, wildlife or visitors, mostly?
7 to cages the rest to visitors (maybe a couple to the merc squad), don't think the wildlife have fought them much if at all. There is over 570 missing or dead though.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on October 17, 2016, 01:27:34 pm
...

The necromancer gestures!

If you didn't get them, they'll come back.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 17, 2016, 02:13:25 pm
...

The necromancer gestures!

If you didn't get them, they'll come back.
There was four or five of them, one tapir man necromancer iirc and a poet chased them all off.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Arena on October 18, 2016, 01:34:07 pm
Quote
"When possible, he prefers to consume purring maggot"

Appropriately, I like the only type of underground vermin that is a source of milk.

Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Monitor Lisard on October 21, 2016, 02:18:40 pm
So, uh, how are things? By the way, you may upload the save early if you're having trouble finishing it. With the progress you've made, there's no use in skipping.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 21, 2016, 05:17:23 pm
So, uh, how are things? By the way, you may upload the save early if you're having trouble finishing it. With the progress you've made, there's no use in skipping.

I'll be done tomorrow, I had meant to be done earlier but kept forgetting sorry. That and Various things needed doing around my flat. But it will be done by tomorrow (roughly, massive random undead surges from necro visitors notwithstanding, not saying we have had any new ones but you know how they are...).
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Mr Frog on October 21, 2016, 07:13:36 pm
(roughly, massive random undead surges from necro visitors notwithstanding, not saying we have had any new ones but you know how they are...).

I misunderstood and thought for a moment that this was part of the
Quote
Various things needed doing around my flat.
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 22, 2016, 02:30:29 pm
Winter Journal of Boyzitbig

Its over, the dead that wandered free have been laid to rest. The surface once again is ours!

It will take a long time to clean up and bury the fallen but the lesson was learnt, We shall not let them climb our walls again! Construction has begun on an overhang to keep intruders out of the town.
Spoiler (click to show/hide)

A new artefact was carved in the deeps while we hid, It is called Kat Ag "The Goals of Daubing" and is a wooden cup...
Spoiler (click to show/hide)
Valuable though, 21600 to be precise.

A small wave of migrants arrived and joined the party, this coupled with some poets, dancers and mercs hired to cheer up the people brings our population to 65, still less than when I started my term in office but we live, albeit some people are having breakdowns.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

The seven undead that were caged have been placed into a smallish room on the quarry/emergency bunker level, It is of little consequence what happens to them down there, the lever for the bridge is in the quarry dining room.
Spoiler (click to show/hide)

There are some humans stuck in a pond in the northeast, couldn't get them out this year so the next overseer will have to, I'm standing down now that spring has come as per tradition. Do us proud friends and remember, It was Inevitable!

Save: http://dffd.bay12games.com/file.php?id=12520
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Fleeting Frames on October 22, 2016, 04:29:43 pm
*watches intruders fly in from above*

You know, you already have half the ceiling. Perhaps make it whole?

And a cup. Fitting for the fort, I guess.

I see you have hunters.

Sucks about breakdowns. Atomsmash time?

Visitors love ponds.

Designate the pond as tavern/library/whatever they're here for.

Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Khan Boyzitbig on October 22, 2016, 04:38:09 pm
Aside from giant cardinals (which get shot at from the tavern btw, visitors like to bring bows/crossbows) and Lur down in the deeps (it has wings) we haven't had real airborne threats, that and we seem to build upwards rather than outwards so building a roof doesn't help (the dwarves were walking on it anyway).
Title: Re: McUrists of Agerelics: Revenge Of The Weremice!
Post by: Monitor Lisard on October 23, 2016, 04:06:37 am
Well done, Khan! Now it's up to Gwolfski or IcyTea31 (whoever shows up and claims the save first) to finish the overhang and do the clean-up.

May I suggest that we dig a garbage pit for that occasion?

Also, I'm going to tour the fortress with Armok Vision and make a couple of screenshots so we can boast our architectural skills and archievements.

EDIT: Here we go! Ladies and gentlemen, I present you McUrist's of '83:

Spoiler: Overview (click to show/hide)
Spoiler: Layout (click to show/hide)
Spoiler: Southern entrance (click to show/hide)
Spoiler: Western approaches (click to show/hide)
Spoiler: Drive-in area (click to show/hide)
Spoiler: Main level (click to show/hide)
Spoiler: Swimmin' humans (click to show/hide)
Spoiler: Fishery (click to show/hide)

Attaching those to the OP.

Also, we have enough of food and drinks to get back into business quickly.

(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20intermission%20Food%20and%20Drinks.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20intermission%20Food%20and%20Drinks.png.html)
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05]
Post by: Fleeting Frames on October 23, 2016, 09:04:08 am
Thanks for shots.

Quite a few spots of blood visible.

Weird that individual trees have their own rooms near drive-in area :3

Haha @ swimming humans.

There are multiple entrances to defend. Perhaps in the future, a tied-up doggy on a pressure plate could sniff out visitors and if they're going to play nice or nasty?
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05]
Post by: Sanctume on October 23, 2016, 09:30:21 am
Oh man, those blood splatters in the drive-in. That toilet too!
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05]
Post by: Khan Boyzitbig on October 23, 2016, 09:56:54 am
I don't even know how that toilet got splattered, no-one went in there when they came from the tower. I happen to know the brook is mostly red near the depot and many pools/ditches are filled with the fallen. The catacomb has a corpse stockpile inside until enough coffins have been made. As for the trees, well they did have about half a year of undisturbed growth... Also the western approach seems to be the most vulnerable, its almost on top of the map edge.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05]
Post by: IcyTea31 on October 23, 2016, 10:42:13 am
Picking this up tomorrow.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05]
Post by: IcyTea31 on October 24, 2016, 07:05:02 am
I took a look at the fortress, and I'm afraid to say I have to duck out. My fortress mode skills are way too rusty to even know where to go from here. Sorry.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05]
Post by: Khan Boyzitbig on October 24, 2016, 08:22:46 am
I took a look at the fortress, and I'm afraid to say I have to duck out. My fortress mode skills are way too rusty to even know where to go from here. Sorry.
Yeah its a mess, three separate overseers and a necro siege does that. At least all the undead are in cages now.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05]
Post by: Sanctume on October 24, 2016, 09:40:29 am
It's fairly small for a fortress, since we have not really made any mini-fort for each cavern, or have a grand project underway extracting magma or candy. 

The fortress should also be self sufficient--at least not worry about drinks.

Go build 7x7 walls around an olive trees on the north, with a couple of bedrooms and call it The Olive Grove Condos, then call it a day. :)
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05]
Post by: Monitor Lisard on October 24, 2016, 03:37:12 pm
I took a look at the fortress, and I'm afraid to say I have to duck out. My fortress mode skills are way too rusty to even know where to go from here. Sorry.

Aw. Well, time to PM Gwolfski... And to call out for new players.

Or I could do a year by myself. What do you guys think?

EDIT: We are three turns in, and people already find this place hard to comprehend. Wonderful.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05]
Post by: Khan Boyzitbig on October 24, 2016, 05:08:54 pm
I took a look at the fortress, and I'm afraid to say I have to duck out. My fortress mode skills are way too rusty to even know where to go from here. Sorry.

Aw. Well, time to PM Gwolfski... And to call out for new players.

Or I could do a year by myself. What do you guys think?

EDIT: We are three turns in, and people already find this place hard to comprehend. Wonderful.
It did become rather more mazelike in my turn. Tunnels leading into rooms and random walls to keep anything unfriendly getting any further into the fort. At one point I was considering building a vault with a bridge over a spike pit for an entrance, never started it though.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: taptap on October 29, 2016, 04:35:29 am
Are you still looking for undertakers players? I am interested. (The weremice are friendly to each other?)
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Khan Boyzitbig on October 29, 2016, 08:23:16 am
Are you still looking for undertakers players? I am interested. (The weremice are friendly to each other?)

Two of them are, not sure about the third though. They are locked away though, no danger to the fort.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: taptap on October 29, 2016, 08:56:34 am
So can I play?
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Monitor Lisard on October 29, 2016, 09:58:17 am
So can I play?

Eeh, sure. You can actually start right away. Since Gwolfki didn't really confirm taking a turn, I'm moving him down the list so he can claim it later if he wants.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: taptap on October 29, 2016, 10:47:32 am
Tirist Alsolon <ranting in the tavern>

"I make pots. Dozens of pots. Hundreds of pots. All around us death and I am told I should make more pots. We should bury our dead. Now. Put stone around them so their souls don't float up to the sky like a swarm of keas."

Someone:

"Good idea. But I think you are forgetting something."

Tirist Alsolon:

"I am now the chief undertaker and I will bury our dead, forget the overseers, forget the customers, we got to have priorities. Listen ..."

Someone:

"Exactly, just... "

(http://i.imgur.com/JgaPRKD.png)

TA "Pull the levers!"
TA "All of them! Wait, only those in off-position."
TA "Hurry the overhang, use charcoal, it is the closest. Go!"




Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Khan Boyzitbig on October 29, 2016, 10:57:41 am
Tirist Alsolon <ranting in the tavern>

"I make pots. Dozens of pots. Hundreds of pots. All around us death and I am told I should make more pots. We should bury our dead. Now. Put stone around them so their souls don't float up to the sky like a swarm of keas."

Someone:

"Good idea. But I think you are forgetting something."

Tirist Alsolon:

"I am now the chief undertaker and I will bury our dead, forget the overseers, forget the customers, we got to have priorities. Listen ..."

Someone:

"Exactly, just... "

(http://i.imgur.com/JgaPRKD.png)

TA "Pull the levers!"
TA "All of them! Wait, only those in off-position."
TA "Hurry the overhang, use charcoal, it is the closest. Go!"

Again? God damn Necromancers! At least you should be in a better position than I was.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Sanctume on October 29, 2016, 11:00:56 am
How many highrise tenaments are part of our neighborhood's drive-thru?
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Khan Boyzitbig on October 29, 2016, 11:11:00 am
How many highrise tenaments are part of our neighborhood's drive-thru?
At least two.
Title: Re: A Dwarven Drive-in succession/community game
Post by: Monitor Lisard on October 29, 2016, 12:47:14 pm
(http://i1185.photobucket.com/albums/z344/Georgethegunner/McUrists%20fun.png) (http://s1185.photobucket.com/user/Georgethegunner/media/McUrists%20fun.png.html)

We have several kinds of customers here:

The "Can I have Two XXL Spiced Rums and a cheeseburger please" kind.

The "No-Trans-fat-gluten-free veggie steak with a diet cola" kind.

The "Don't move this is a robbery" kind.

The "Where did all the leg space go" kind.

And double the rich kids, it seems.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: taptap on October 30, 2016, 04:44:51 am
Chapter 1: Emergency measures

Notebook of Turist Alsolon, entries up to 16th of Slate, 83

Granite 1: The undead are back. A necromancer walks around and his horde - mainly goblin corpses - keeps growing incl. some beards I used to know. I ordered the bridges raised, the overhang completed. Selfpromoted  to chief undertaker, need to be a good example.

Granite 2: All food production stopped.

Granite 3: Why did no one object to me taking control? Oh right. We locked some people outside. The six "outsiders" are Nil Idsulus, Ingish Kogannirmek, Kib Eteslorbam, Kib Boyzitbig, Kadol Osoroddom, Eral Likoturus. If they have any brains, they hide from the horde until we can think of a way to rescue them. [Made a squad and ordered them into a depression in the very east of the map. They got into a fight with a giant cardinal, beat it up, but can't finish it.]

Granite 7: They are all around us. We hear them scratching on the wooden wall. Some even in the second floor, the overhang helps, but it is not yet finished. I allow all bards, musicians etc. residence on the condition they play louder to drown out the noise beyond the wall, our sensible ones need distraction badly.

Granite 8: We had to give up finishing the overhang. Impossible to build with the undead so close. Don't see the necromancer anymore, maybe they are just pathing by and will leave us be when we don't provoke them? Evacuating to the catacombs (all but the visitors still hanging around in the tavern). [I had some zombies under the overhang where it was build, but it seemed more random, did not want to give them a visible target, eastern part was still unfinished. Look below how it worked.]

Granite 9: Emergency tunnel away from the undead drafted. That should be where the outsiders will run to. We can't just abandon them. [Deactivated squad and gave them a mobile refuge burrow that I dragged over the map, brought them to the North.]

Granite 10: "Frog, I appoint you to assistant undertaker." "But, I am the occulte frycooke." "Indeed, you are used to handling dead meat. I need you. No deep frying until we produce oil again."

Granite 14: We got 'em. Most of them. Nil Idsulus decided to charge the approaching undead the very moment we broke the surface close to the spot they were resting. Was he a hero? Eral misses a hand, bitten off by the bird they were fighting. Hope he does not meet it again.

Spoiler (click to show/hide)

Granite 16: Undead form now two distinct groups one in the south and one in the north (where the evacuation took place).

Spoiler (click to show/hide)

Everyone up - the eastern side is clear. Finish the overhang!

Oh Kadol! - No one asked you to do this.

Spoiler (click to show/hide)

A forgotten hero:

(http://i.imgur.com/f8meOYa.png)

(Pet of one of the outsiders. Sacrificed itself during the evacuation.)

Granite 24: Safety at last. The overhang is finished. [Did the last tiles with low / restricted area engineering, so they stand on tiles w/ less vision and less visible while constructing.]

Spoiler (click to show/hide)

Granite 25-27: Transformation time. A month has passed, but our mice are sad. They will go crazy, if left in this state any longer.

Spoiler (click to show/hide)

Slate 15: Things have calmed down. The corpses (on the inside) are recovered, quantum reduced (drawbridge) or buried or at least temporarily stored near the graveyard. The outside, however. We should have announced that we are temporarily closed:

Spoiler (click to show/hide)
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Sanctume on October 30, 2016, 06:45:57 am
Woah, those thugs are wielding steel axe and steel spear--that's some high grade weapons out in the streets! 

We need to take our streets back!
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Khan Boyzitbig on October 30, 2016, 08:45:25 am
A few losses was expected. At least we have the walls finished. Suggest all wood based production to be halted though, unless you want to deal with the unwelcome guests in the caverns.

I know we have Galena, mostly lead ore its true but we could make silver hammers/maces and bolts if we needed to (or drop lead stuff onto the horde), not sure how any marksdwarf will fare, last invasion brought crossbows too after all. Wonder if this was a dwarven tower, would explain the steel weapons.

We do need an organised militia though, and we need to make sure that no necromancer is around the fort. Oh and the beehives are possibly a problem, ground-level fortification could let them in, didn't during last year's siege but still, keep an eye on it.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Fleeting Frames on October 30, 2016, 09:07:59 am
Indeed. Maybe it is time to upgrade for adamantine - in armor, at least.

Though, it'd surely get worn down by steel attacks.

And nice job on the overhang.

Is agerelics actually oilcooking? That's high-class compared to your usual tallow-cooking.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Sanctume on October 30, 2016, 09:33:35 am
Snacks set gather zone on at least 1 olive tree, because olive soap, and olive oil cooking adds flavor and style.

But the plans for a condo next to this private orchard was scrapped for the main building apartments.

Wasn't the ground fort for the beehives just a small corner wall?  Do we have mead yet?
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: taptap on October 30, 2016, 10:14:50 am
At least there is quite a bit of oil around, but I halted all food production for now until I get things sorted. The bee tower is 3 stories with roof but I walled the access route  so no beekeeper is shot from outside through fortifications. For dealing with the undead I would try to use a part of all the mechanisms and cages around + get a few lead minecarts (from galena) to work on them - these are the two resources at hand. And while we have nickel minecarts I doubt I will be able to do anything involving magma in the short time and given all the other things that needs to be done. (Lol at upgrade to adamantine: we don't even have steel, yet.) A drowning trap would be easy to set up, I can do so, but it won't help at all against the opponents at hand.

I would appreciate a guide to the levers in the fort, especially the random lone ones without obvious connection.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Khan Boyzitbig on October 30, 2016, 10:52:47 am
Far as I am aware the only lone one without (N)otes attached controls the prison gate. The other underground one will split the fortress in two and the one in the part built hunter's camp does nothing as its bridges were not built before the whole undead siege last year. Also we don't actually have leather armour never mind metal armour of any sort. Although the caged invaders from last year might have some for our use if you can remove it without letting them out that is.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Fleeting Frames on October 30, 2016, 11:01:54 am
I recall Sanctume mentioned underground beekeeping once...Quick test shows that the hive doesn't lose outdoor access when the floor it uses for when it is bridged over from above, or even when the bridge is installed first and hive second (at least until saving).

Dunno how fat the embark is, but I find adamantine production is simpler than steel production usually, to the point where steel feels a little pointless.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: taptap on October 30, 2016, 04:01:30 pm
This fort is so different from everything I ever made... and don't dare to rearrange the cluttered workshops because of all the stuff inside :)
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: taptap on October 31, 2016, 01:51:58 pm
Hmm. When I started I had my original initfiles. I usually play without artefacts. I changed this back and got a mood shortly after, the mood required some thread I dropped to our mice... With all this going on, the game going slow and slowly processing undead in a minecart grinder ... the game crashed on me twice. I will retry.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Sanctume on October 31, 2016, 01:55:32 pm
Woah, a weremice got a mood?
This is our chance (for science) to have someone insane, then gets healed? maybe.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: taptap on October 31, 2016, 02:02:24 pm
Woah, a weremice got a mood?
This is our chance (for science) to have someone insane, then gets healed? maybe.

No, I just dropped the thread (yarn) the moody dwarf needs to the mice and had to extract it.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Sanctume on October 31, 2016, 02:12:07 pm
/out of context.

Snacks ponders, if we had were-cats, I can understand dropping yarns for them to play with, but I'm thinking dropping cheese will make our were-mice happier.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Monitor Lisard on October 31, 2016, 02:36:11 pm
/out of context.

Snacks ponders, if we had were-cats, I can understand dropping yarns for them to play with, but I'm thinking dropping cheese will make our were-mice happier.

...They should watch out for falling cheese wheels then.

Woah, a weremice got a mood?
This is our chance (for science) to have someone insane, then gets healed? maybe.

Also, this should be a thing. Because, you know, it was intended to be a well-managed fort (and it is actually well-managed), but some adjustments to it's course have apparently been made, with the addition of a slight hint of madness... You can't be too sure about such things in Dwarf Fortress.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Mr Frog on October 31, 2016, 03:31:58 pm
Woah, a weremice got a mood?
This is our chance (for science) to have someone insane, then gets healed? maybe.

Also, this should be a thing. Because, you know, it was intended to be a well-managed fort (and it is actually well-managed), but some adjustments to it's course have apparently been made, with the addition of a slight hint of madness... You can't be too sure about such things in Dwarf Fortress.

Don't feel bad, I've seen McDonalds' IRL that are crazier.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Monitor Lisard on October 31, 2016, 03:48:58 pm
Don't feel bad, I've seen McDonalds' IRL that are crazier.

Man, I like where this is going. I hope you're enjoying the ride as well.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Mr Frog on October 31, 2016, 04:27:07 pm
Don't feel bad, I've seen McDonalds' IRL that are crazier.

Man, I like where this is going. I hope you're enjoying the ride as well.

I have no idea what's happening lol, I think I missed most of Santume's turn and I don't have the energy to reread everything right now.

I understand that there are wiremice and I'm pretty sure we're currently in lockdown after a bunch of rowdy customers showed up with most of their flesh falling off.
Title: Re: McUrists of Agerelics: Winter Wrap Up! [43.05][Players needed!]
Post by: Khan Boyzitbig on October 31, 2016, 05:21:21 pm
Don't feel bad, I've seen McDonalds' IRL that are crazier.

Man, I like where this is going. I hope you're enjoying the ride as well.

I have no idea what's happening lol, I think I missed most of Santume's turn and I don't have the energy to reread everything right now.

I understand that there are wiremice and I'm pretty sure we're currently in lockdown after a bunch of rowdy customers showed up with most of their flesh falling off.
Second time now they came knocking. Might be harder to get rid of them this time, I relied on travellers going to the tavern but if the tavern has no path I don't think it will attract newcomers (don't know though).
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: taptap on October 31, 2016, 06:31:15 pm
I uploaded a save from mid-malachite here: http://dffd.bay12games.com/file.php?id=12536.

This save crashes on me within one or two days. Can someone have a look whether you share this problem. Since the last update I did a bit of cleanup and build some working (but slow) means of reducing the undead (a minecart grinder and some trap cheese).
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Sanctume on October 31, 2016, 06:48:33 pm
Cleared gamelog.txt

about 20k bytes, here's a snippet of the last few lines in the log:
Spoiler (click to show/hide)

I also note the date is 17 Malachite, which is a fullmoon.  I wonder if it crashes prior to full moon.

still checking around.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Sanctume on October 31, 2016, 07:36:06 pm
I am able to get through 20 Malachite.

From the F4 hotkey (catacombs), I changes all stockpiles to Accept from Links only. 
And also deleted the Give To or Take From.  So this should at least stop any immediate hauling needed.

I also d-b-f items from the surface, including top of trees, and lower elevations.

The weremice transformed ok, so it was not them.

--
Sanctume test save.  I set stockpiles in the F4 hotkey catacombs to Accept from link Only; and remove Give To and Take From. 
I also d-b-forbid anything outside on the surface, on top of trees, and some lower elevations.

The 17 Malachite save did crash; and doing the above progress to at least 20 malachite when I test.

Agerelics 18 Malchite Save (http://dffd.bay12games.com/submit.php?action=message&fid=12538)
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Fleeting Frames on October 31, 2016, 11:32:18 pm
Second time now they came knocking. Might be harder to get rid of them this time, I relied on travellers going to the tavern but if the tavern has no path I don't think it will attract newcomers (don't know though).
It does. Drew up the bridges in Deathgame and designated zones; visitors showed up nonetheless...Into the reason I raised the bridges.
The x(giant iron axe blade)x strikes the goblin hammerman corpse in the left lower leg and the severed part sails off in an arc!
Which reckless overseer installed weapon traps in 43.04+?

They crash the game when weapons in them break.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Sanctume on October 31, 2016, 11:49:53 pm
Do weapons in traps degrade when it attacks and hit armor?

How else would we get xweaponx other than set stockpile to also include refuse?
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Mr Frog on November 01, 2016, 01:15:16 am
Second time now they came knocking. Might be harder to get rid of them this time, I relied on travellers going to the tavern but if the tavern has no path I don't think it will attract newcomers (don't know though).
It does. Drew up the bridges in Deathgame and designated zones; visitors showed up nonetheless...Into the reason I raised the bridges.
The x(giant iron axe blade)x strikes the goblin hammerman corpse in the left lower leg and the severed part sails off in an arc!
Which reckless overseer installed weapon traps in 43.04+?

They crash the game when weapons in them break.

Better question: is there any way to deconstruct the trap or block access to it?
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Fleeting Frames on November 01, 2016, 02:07:22 am
Does refuse stockpile degrade metal weapons? Haven't checked myself. But yeah, they do degrade when hitting them. Perhaps that's even displayed in combat log?

Anyway, as they're zombies blocking the path to living should stop them dead in their tracks.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: taptap on November 01, 2016, 02:32:40 am
Thanks sanctume, will try from your testsave later today.

Second time now they came knocking. Might be harder to get rid of them this time, I relied on travellers going to the tavern but if the tavern has no path I don't think it will attract newcomers (don't know though).
It does. Drew up the bridges in Deathgame and designated zones; visitors showed up nonetheless...Into the reason I raised the bridges.
The x(giant iron axe blade)x strikes the goblin hammerman corpse in the left lower leg and the severed part sails off in an arc!
Which reckless overseer installed weapon traps in 43.04+?

They crash the game when weapons in them break.

Better question: is there any way to deconstruct the trap or block access to it?

Yes, there is. I usually try to do constructions reversible. (You can lock off the area and change things.) So minecarts all the way is the solution, they don't appear to suffer attrition. Visitors still come and die in droves.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Monitor Lisard on November 01, 2016, 03:24:04 am
So, any chance of getting rid of those with dfhack or something? Or that'd be a bit of a nuisance.

Also, what is the "Hermetic Jaws of Mice" site and where is it situated? It's listed as a tavern.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Fleeting Frames on November 01, 2016, 03:51:12 am
If can block access, can just deconstruct or even cave-in at your leisure *shrug*

If wouldn't be able to block it,giving new access ways or directing animals by pastures/meeting areas could perhaps distract.

Using dfhack, liquids plugin or tiletypes would be able to block the tile a wall, or spawn magma if it is partially magma-unsafe. Alternatively, Roses' remove might work.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: taptap on November 01, 2016, 04:50:24 am
So, any chance of getting rid of those with dfhack or something? Or that'd be a bit of a nuisance.

Also, what is the "Hermetic Jaws of Mice" site and where is it situated? It's listed as a tavern.

I can just deconstruct the weapon trap (after I pull the lever to close the entry). The Jaws of Mice was a tavern I made for our weremice duo locked in together to produce happy thoughts, I had to open the stockpile I made for them later as I unsafely dumped too much of our thread there (all yarn) and our mooding dwarf needed it. Sanctumes save seems to work, so I will make an update end of summer with hopefully a few things. (Long term we need clothing for the mice or they will go crazy, I think.) Everything is under control, renovation still going on though :)
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Fleeting Frames on November 01, 2016, 09:30:27 am
Give the mice some amulets, crowns or bracelets to wear - preferably ones they like. They'll pick them up after each transformation and get a happy thought.

Assuming they can go crazy at all, of course. Being naked isn't sufficient by itself for most dwarves, no?
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Sanctume on November 01, 2016, 10:56:14 am
Oh, I had some dig designations in the save uploaded that digs up to z-1 of the surface. 
I forgot to remove them, but they won't be dug because it is not part of the burrow that are active. 

Anyway, I was thinking of making some an entry hall, usually 4x10 room with an atom smash surface of 3x10.
With an animal bait at the end, it can attract plenty of zombies. 
I was first concerned that digging up may hit an aquifer from below--but adding a new burrow and unpausing luckily did not hit aquifer on that side of the map. So that may be an option for those undead roaming nearby.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: taptap on November 01, 2016, 12:48:22 pm
Oh, I had some dig designations in the save uploaded that digs up to z-1 of the surface. 
I forgot to remove them, but they won't be dug because it is not part of the burrow that are active. 

Anyway, I was thinking of making some an entry hall, usually 4x10 room with an atom smash surface of 3x10.
With an animal bait at the end, it can attract plenty of zombies. 
I was first concerned that digging up may hit an aquifer from below--but adding a new burrow and unpausing luckily did not hit aquifer on that side of the map. So that may be an option for those undead roaming nearby.

Yes, realised that animal bait would work on the zombies fine without the stress an open path to the fort produces. (Especially visitors that want to leave are in danger.)

One of the side effects of the crashes I suffered is that I know things now not in the save... e.g. I hit an aquifer very close to your designation (about 10 tiles west) as I wanted to carve out ramps for minecarts instead of constructing them, but that crashed so no half flooded catacombs. Currently whittling down the zombies between the three traps and suicidal visitors. Only 18 roaming around (down from close to 100 max). A sizeable amount catched for further use. (Some zombies are almost fully steel covered dwarf corpses.)

Mice: A few versions back lone dwarves I locked in for eternity always went crazy sooner or later. A tavern provides easy happy thoughts and making some clothes every 2 years should not be so hard as well, even if the workshop does not last. Something I would like to try out with our mice is whether they heal cave spider syndrome (permanent slowing dizziness), if yes a cave spider silk farm might be a good idea. Also, some creature logic might prevent them from going to a workshop area when transforming (if they are usually outside it).

Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Fleeting Frames on November 01, 2016, 02:36:18 pm
Can probably figure out exact aquifer boundaries by tracing the biome boundaries, though that is kind of annoying when there isn't a visible surface difference. And I suppose werebeast logic would indeed work fine for web collection, or danger/swim room locking if one were to search for an use.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Sanctume on November 01, 2016, 03:44:16 pm
48x48 tiles per region I would assume be the same for biome shifts
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Fleeting Frames on November 02, 2016, 03:03:18 am
Nah. Wiki's Desert image (http://dwarffortresswiki.org/index.php/File:Red_sand_desert_and_rocky_wasteland.png) is my favourite demonstration of biome boundaries having more noise than that.

Though sometimes aquifers do get cut off at the border of 48x48 tile. (Checking the local map pre-embark with 1x1 helps to discover this.)

Air-only biomes are more rectangular, though, divided into 16x16 blocks (so up to 9 different places to check in 1 48x48.)
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: taptap on November 03, 2016, 03:48:15 am
Chapter 2: Under siege

Cleaning and trying to ignore the outside

With the overhang constructed the McUrists of Agerelics gained some breathing space. They controlled the central restaurant area and the underground below it + the fisheries. Outside was a large number of undead walking. Sometimes splitting into groups, sometimes converging on hapless wanderers attracted by Agerelics famous deep-fried meals. They stood no chance. Slow but relentless dozens of the dead, some of them once fierce and known dwarven warriors covered in steel, mauled them down.

Spoiler (click to show/hide)

Most inhabitants of Agerelics did not (want to) notice what was going on outside. Food and booze was available and the band was playing louder to drown out the screams of desperation occasionally to be heard through Agerelics thin wooden walls. Still, they could not forget the war easily. For weeks they worked on burying or more often dumping only the dead within the small area they now controlled.

Traps and nightmares

The mercenaries were ordered to equip themselves and train their martial skills. More importantly chief engineer Shem was tasked with the construction of ingenious traps to deal with the zombie plague. Her first design was a simple corridor with a tasty chicken and variety of traps. Some people will choose to die for chicken, she once read in an old codex. And sure, they came... but more were hunting for customers outside restaurant. And the customers inside grew restless too. Some thought of leaving. Her second design was inspired by the minecarts available in the fort. None of it was even moving. Yet, still they managed to compress leather, thread and mussel shells in tightly packed, compact piles - tighter than any dwarf would be able to do even with a good hammering for added density. The zombies would not come voluntarily to the minecart, but a moving minecart might compress them just as tight as the mussel shells.

{OT: The bone&shell qsp was set to dump to the wall delivering it to the non stockpile tile of the minecart generating unlimited hauling jobs in the process. I assume this was not meant as a workfare program :) Since there already were a few qsp's in the fort I increased their number somewhat to get more work out of the central area. More in a later update.}

A circuit made so the minecart would keep moving was drafted and build ... but the earth itself was shaking these days. Was the end of the world near? Would it all crash? Did we condense matter too tight so the world could not withstand and fell apart? Shem saw a flood in the catacombs breaking out of the walls one night. What did it all mean? Was it just a bad dream or a reality that nearly happened. Wherever they went it felt like deja-vu as if they were reliving their days in endless repetition. At some point the nightmares passed. (Thanks, sanctume!) Slowly the different traps and visitors reduced the numbers of the horde, that had stopped growing now the necromancer was nowhere to be seen.

Spoiler (click to show/hide)

The lowering numbers brought new problems. Visitors both arriving and leaving decided moving through the trapped areas and against the thinned numbers of undead they even managed to reach it at times. And sadly blood was spilled for Agerelics could not just open its doors. These sad incidents at least provided valuable insights. The undead really like chicken. And even though they could not open locked doors they had a mysterious sense of their state moving towards an unlocked door, but losing interest the moment it was locked. Very much unlike the visitors that went straight into the trap only to notice that the door was locked when standing in front of it. {Compared to the killing fields outside it was only a few, but there were some serious design problems with the minecart trap, it will be redesigned within the remaining time. More in the next update.}

Another trap was then installed in the northern entrance. Just like the dumped corpses were crushed under bridges, the last moving corpses were crushed under a bridge constructed here. This bridge finally broke the siege on Limestone 18 and the McUrists of Agerelics were once more free to fry. But death was all around them...

Spoiler (click to show/hide)

Comment: Apart from the minecart trap all other were pretty cheesy, but whatever. I wanted prisoners for later experiments and wanted to break the siege during the year. I already continued to play a little beyond this point. Is there anything people would like their dwarves to do or projects to start in the last 4-5 months?



Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Fleeting Frames on November 03, 2016, 06:21:52 am
Sounds like Agerelics has steel equipment pre-delivered for it's military (provided it doesn't get atomsmashed). Though, if the fortress gets steel-armored enemies, then...Well. Only one metal can cut clean through steel.

And yeah, I see the trap design problems. You could make it not reset the speed gained by putting the u-turn middles on z-level above, though with that length it might derail, but it'd still have an upper limit on what it could slay and would need to be turned off to recover gear.

But more imporantly, that is an useful difference between visitors and zombies - definitely makes isolating vampire tavern-goers easier.

And so many corpses.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: taptap on November 03, 2016, 07:30:04 am
Sounds like Agerelics has steel equipment pre-delivered for it's military (provided it doesn't get atomsmashed). Though, if the fortress gets steel-armored enemies, then...Well. Only one metal can cut clean through steel.

And yeah, I see the trap design problems. You could make it not reset the speed gained by putting the u-turn middles on z-level above, though with that length it might derail, but it'd still have an upper limit on what it could slay and would need to be turned off to recover gear.

But more imporantly, that is an useful difference between visitors and zombies - definitely makes isolating vampire tavern-goers easier.

And so many corpses.

It just needs several attempts, some zombies survived a while inside, but in the end all of them succumbed to the minecart, even mere copper as it is. The problem is more the baiting by path into the fort instead of offering a chicken (that should work as well with less cancellation spam and no visitors pathing into it) and the placement of entry and door basically the minecart delivers ppl to the place in front of the door. While locking the door ensures you can grind the one inside, it removes the bait for all the other undead. This makes it a painfully slow trap + requiring oversight. Higher speed (or lower - 50k max - speed and higher weight with filled minecarts) are options to make it more deadly, but I wanted to build it for continuous operation (wherever the minecart stops it will again start moving). It has since been redesigned somewhat, but I will only show it in the next chapter. The next overseer please upgrade to lead (available) or even better gold (not yet available) minecart.

I presume we have nickel minecarts for a reason and someone will work with magma soon.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Sanctume on November 03, 2016, 09:02:17 am
That's a lot of mess, I wonder if The Company will send a Sanitation Crew to help clean up.

Oops, Snacks did not inspect the bone pile if it was done correctly since it was moved during the time some disgruntled wood cutter chopped a tree she's on.

Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: taptap on November 05, 2016, 08:22:55 am
Chapter 3: Recovery

Midwinter 83

Since the siege has been broken the McUrists have been busy cleaning up. Dozens of corpses have been dumped. Some usable weapons/armor collected. A collection of codices now rests in the library. The hunting lodge cleaned and bridges constructed (not yet linked). The wooden roads reconstructed (I needed the wood while under siege).

Spoiler (click to show/hide)

The dual structure with scattered and cluttered workshops in two different regions is very inefficient (and makes the manager pretty useless). A lot of the work done in autumn and winter was preparation for moving back the larger part of the fort to the surface. However, on the surface cluttered workshops and stockpiles made hasty rearrangements unlikely. In a first step broken quantum stockpiles were repaired and occasionally their input stockpiles decreased in size: the first one was the shell & bones one, that dumped into the wall instead of the pile, later the barrel and pot stockpiles that simply did not dump. The second step were new arrangements to clear the cluttered workshops in the northeastern working area. Quantum stockpiles for wood, coal&ash, metal bars, metal weapons, metal armor and wooden products (furniture, finished goods) were set up. It is my firm belief that an uncluttered workshop with close by inputs is better than four cluttered ones with long hauling each time and we need the space anyway if we want to keep everything on the surface. All the quantum stockpiles are on "QSP ..." hauling routes and all the new ones dump to the east (the qsp's set up by sanctume are mixed directions). Most work on two input tiles from the south for moderate, yet steady operation. (Hardly any stockpile links made as this produced a lot of cancellation spam earlier.)

Spoiler (click to show/hide)

Another project was reworking the transition between the surface and the catacombs. It is much shortened, but still involves a door, a few traps and a raising bridge linked to the same lever as the previous one was.

Spoiler (click to show/hide)

In the process the hospital was remade as well, it now features traction benches and a clean white dolomite block floor for enhanced hospital experience. It looks much healthier already.

Spoiler (click to show/hide)

Apart from the miller treated with a similar problem as Snacks at the start of the year it has not seen much patients. The one it did was notable, however, because he was a bard pathing into the minecart trap from the outside (despite locked doors), who managed to get inside once we opened the door and survived with only a mangled left arm. As restitution (and one of his daughters is already living in the fort) he was granted residency. His experiences were valuable in reworking the minecart trap for better performance vs. undead while providing better safety for visitors.

For both traps the position in the lever room indicates which furniture is linked to it within the trap. The one is a simple cage trap corridor with a rooster chained within (currently closed to the outside). The minecart trap features a chained rooster as well, it has no path into the fort anymore to keep away friendly visitors and is made so that the minecart pushes back any zombies that would approach the rooster. The minecart rests forbidden, but will be reentered (via active hauling route) as soon as it is claimed. Then it needs only opening the western bridge to activate the trap. To deactivate the trap for maintenance the southeastern bridge can be lowered and the cart derails out of the loop. Additional safety is provided by half built walls that can be finished rapidly in case building destroyers make it into and through the traps.

Spoiler (click to show/hide)

Some attempts to work things near the cavern were abandoned, I locked out farmer Sarvesh there and only recovered him while already thirsty and hunting for vermin. This will be left to the next overseer.

Spoiler (click to show/hide)

Finally, a room in the hunting lodge was floored and prepared for ammo storage (single input, really slow, but steady quantum stockpiles)

Spoiler (click to show/hide)

Time is almost up.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Fleeting Frames on November 05, 2016, 12:23:11 pm
The siege is broken...And heh. My track stops orient in all the ways too :P

What's with two QSPs for food containers?

Not sure that hospital is weremice-safe. Where does the hatch in front of well lead to?

Why was Sarvesh locked out?

As for that hunting lodge, could combine the 3 1x1 inputs into 1 3x1 input.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: taptap on November 05, 2016, 01:01:08 pm
@fleeting frames:

It is not that I am obsessive compulsory or something, it is just to make the fort better readable for the next overseer. It is sometimes hard to tell.

The food container qsps did not dump. They collected pots and barrels in the minecart but the trackstop did not dump.

The hospital wasn't made for mice safety. The mice are locked away elsewhere. Below the hatch is the place where the aquifer was pierced for the well supply.

Overseer stupidity.

Good idea, might change that.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Monitor Lisard on November 06, 2016, 02:20:11 pm
Alrighty! It seems we have to focus mostly on cage traps. And then... How does steamy magma bath sound?
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: taptap on November 06, 2016, 02:45:57 pm
Alrighty! It seems we have to focus mostly on cage traps. And then... How does steamy magma bath sound?

Steamy magma bath for what, would be great way to handle future invasions, but don't tell me you want to burn the world after I spent months hauling corpses and cleaning up.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: taptap on November 06, 2016, 03:03:30 pm
Chapter 4: Injustice

Little else happened... but suddenly Tortoise, captain of the guard, went to beat Sazir. Why? What had he done? We had completely forgotten about the mayor, little guidance did he give during the year, just some stupid orders everyone ignored. But now he sent Tortoise to beat one of our fellows. Snacks was the first running to his help afterwards and our doctors got him up again. This injustice will not be forgotten.

Spoiler (click to show/hide)

Plenty of things to do... in a new year, by a new overseer.

(In no particular order: food/clothing needs sorting out, two dwarves are stressed, labours need a look, mice needs a look as well, forgotten beast in the cavern  ... I spent a lot of time hauling corpses and crap in the second half of the year.)

Save: http://dffd.bay12games.com/file.php?id=12548
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Monitor Lisard on November 11, 2016, 11:38:28 am
Aaandd I'm back! Great job taptap, you managed the fortress well with those few resources we have at the moment.

As for the next player, I guess we have to wait a bit before I take over. Somebody might actually volunteer.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Sanctume on November 11, 2016, 12:23:23 pm
Alrighty! It seems we have to focus mostly on cage traps. And then... How does steamy magma bath sound?

Steamy magma bath for what, would be great way to handle future invasions, but don't tell me you want to burn the world after I spent months hauling corpses and cleaning up.

Snacks reads a parchment sheet dropped by one of the visitors, "Obsidian is a trending fashion for outdoor architecture.  The smooth glossy sheen reflects style and class to any fine establishment.  Obsidian is high value and can be engineered on site.  How exciting!"
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: taptap on November 24, 2016, 03:29:10 pm
No one taking this up? I really cleared out a lot of corpses already... it is almost cozy again :)
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Sanctume on November 24, 2016, 05:45:07 pm
The board probably slows down this time of the year. 
Although I heard the McRib is back for a limited time.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Fleeting Frames on November 27, 2016, 01:28:15 pm
Another thing to do for next overseer- "Replace" the mayor with someone who won't make mandates.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Mr Frog on November 27, 2016, 03:51:58 pm
The board probably slows down this time of the year. 
Although I heard the McRib is back for a limited time.

Clearly people are too busy eating at real fast food restaurants to bother with fictional ones.

Obvious solution: take out the competition. With nukes.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Khan Boyzitbig on November 27, 2016, 05:09:03 pm
Why not undermine them instead? A lot more Dwarven.

As to the fort I would like another turn but not until December, I have some planning to do regarding magpies (European ones thankfully, I have heard the tales of their Australian cousins...) which may take some time and I really need to get some cables for my desktop...
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: Monitor Lisard on November 28, 2016, 09:15:49 am
I'm sorry dudes, I've been kinda busy at work and also I've got a whole new comic (http://www.bay12forums.com/smf/index.php?topic=161417.0) to draw what, again?

If people are still interested in McUrists, I will begin my playthrough shortly.
Title: Re: McUrists of Agerelics: Weremice, Now Making Artifacts![43.05][Players needed!]
Post by: taptap on March 19, 2017, 12:23:27 pm
I hoped this would see recovery from two undead sieges... but no one seems interested in heroic cleaning up efforts.